Maintenance for the week of August 10:
• NA megaservers for patch maintenance – August 10, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)
• EU megaservers for patch maintenance – August 10, 8:00 UTC (4:00AM EDT) - 16:00 UTC (12:00PM EDT)
We will be performing maintenance for patch 12.1.1 on the PTS on Monday at 10:00AM EDT (14:00 UTC).

U51 Feedback Thread for Player Experience Improvements

ZOS_Kevin
ZOS_Kevin
Community Manager
This is the official feedback thread for Player Experience Improvements coming in Update 50. We have a list of improvements coming to reduce player friction when playing ESO.
That list includes the following:
  • Achievement Pinning
  • Antiquities Improvements
  • Custom HUD
  • Hybridization and Alchemy
  • Mundus Stones
  • Class Passives
  • Transmute Stations in Cyrodiil & Imperial City
  • Level Up Reward Adjustments
  • Quest Starter Language Clarity
  • Primary Residence & Favorites on Top in Map Locations
  • Eidetic Memory Improvements

The team is looking for feedback on the following:
  • Do you notice and feel positively impacted by the Player Experience Improvements?
  • Are there any smaller pieces of feedback on any of the changes? We are looking for things that we could reasonably fix within the PTS cycle? Bigger fixes or other improvements not listed above will be looked into for future updates.
  • Any other points of feedback?
Edited by ZOS_Kevin on August 3, 2026 5:53PM
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • Soarora
    Soarora
    ✭✭✭✭✭
    ✭✭✭✭✭
    Custom HUD --
    Something I really appreciate with the Azurah addon is that there's an invisible grid that elements snap to, making it easy to line things up. This HUD option is sorely missing some sort of snap-to-grid. Another beneficial addition would be a button to center a UI element as I tend to accidentally move centered elements slightly off-center. The coordinate input boxes aren't nearly as user-friendly as addons currently are and I do not imagine myself using that system. I have no context for what the coordinates mean.
    [PC/NA] Dungeoneer (Tank/DPS), Semi-retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
    Current GM of Hard Dungeoneers
    Tanks: Sorcerer - Necromancer - Templar
    DPS: Frost Warden - Stamarc - StamDK - Hybrid NB Healer
    Ex-Healer: Warden - Arcanist
    Dungeons: 34/34 HMs - 28/28 Tris
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Class Passives...

    ...(and sorc mastery in PvP specifically) likely led to the egregious, heavy handed adjustments that just served to rip werewolf apart on the 1st week of this PTS.

    The promise was to try and deliver an experience for a 'magicka-based' werewolf... you have now rescinded in all but words and you have failed with overbearing stam costs and 6-second dots (in PvP; in rotation that costs 2400 stam to maintain). All of this astoundingly trickling down en masse to PvE as well.

    The goal was to allow us versatility and theorycrafting through masteries yet this just resulted in the heaviest-handed nerfs I've seen in a while as, instead of allowing us power or adjusting proportionately for 'overperforming masteries', you rip werewolf sustain apart at the core while solving relatively no important issues on the 'meta spec'.

    In other words, you allowed us (werewolves) masteries 'as a courtesy' yet continuously rip power from out base kit instead of simply providing us our own 'werewolf masteries' to pick from and/or disabling over-performant masteries in PvP where needed (while allowing yourselves time to create the proper system).

    I'm here, in this thread, spinning from 'class masteries' and attempting to avoid the 'trolls' to ask- why?
    Edited by Wuuffyy on August 3, 2026 10:14PM
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • AdonisJorge
    AdonisJorge
    ✭✭✭
    Wuuffyy wrote: »
    Class Passives...

    ...(and sorc mastery in PvP specifically) likely led to the egregious, heavy handed adjustments that just served to rip werewolf apart on the 1st week of this PTS.

    The promise was to try and deliver an experience for a 'magicka-based' werewolf... you have now rescinded in all but words and you have failed with overbearing stam costs and 6-second dots (PvP in rotation that 2400 stam to maintain). All of this astoundingly trickling down en masse to PvE as well.

    The goal was to allow us versatility and theorycrafting through masteries yet this just resulted in the heaviest-handed nerfs I've seen in a while as, instead of allowing us power or adjusting proportionately for 'overperforming masteries', you rip werewolf sustain apart at the core while solving relatively no important issues on the 'meta spec'.

    In other words, you allowed us (werewolves) masteries 'as a courtesy' yet continuously rip power from out base kit instead of simply providing us our own 'werewolf masteries' to pick from and/or disabling over-performant masteries where needed (while allowing yourselves time to create the proper system).

    I'm here, in this thread, spinning from 'class masteries' and attempting to avoid the 'trolls' to ask- why?

    There is no plausible reason to gut a playstyle so hard w/o any adjustment to the "king of the hill" DK, now every WW will be sorc or subclassed, but i suspect that people will only stop calling for nerfs when WW become a meme build again

    Anyway, where are the other classes adjustments? Their buffs? Will ZOS keep their part of the deal that class masteries would be used to balance other classes until the reworks?
  • PeacefulAnarchy
    PeacefulAnarchy
    ✭✭✭✭✭
    I like the mundus stone change, but 8% xp/inspiration is way too low to make this worth using. This is a bonus that does not affect balance and is only useful for new players or people grinding CP, so erring on the side of generosity would hurt no one.
    I think it should be somewhere in the 20%-30% range to feel meaningful while still being reasonably balanced. Keeping in mind XP potions/scrolls come in 50/100/150 varieties and ESO+ gives 10%, 8% is very little.

  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭✭✭
    I appreciate the Transmute Stations in Cyrodiil and Imperial City! I think it would also be nice to have an Outfit Station in those places as well, but that's not a big pain point. I'm really glad that we don't need to leave Cyrodiil or the Imperial City to swap or modify our builds, thanks to the Transmute Station, Scribing Altar, Armory Station, and Respec in UI features.

    Though, currently on PTS we can only access Vengeance, so we don't get to use the Transmute Station in Cyrodiil this week.
    Edited by Erickson9610 on August 4, 2026 1:53AM
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Tannus15
    Tannus15
    ✭✭✭✭✭
    ✭✭✭✭✭
    Hybridization and Alchemy

    Not a fan of how magicka power pots are the same colour as stam power pots

    edsmexjpz2hc.png
    qmlv1u1unsfy.png

    please change the mag ones back to blue. or something visually different.

    I have both on my quickslot wheel and i can't tell which is which
    Edited by Tannus15 on August 4, 2026 10:00AM
  • d8rmir
    d8rmir
    ✭✭✭
    Please remember that enchanting hybridization had also been left incomplete. The old weapon and spell damage runes have now practically the same effect. One of them could be replaced with an entirely new effect, the same way it is happening for Alchemy traits.

  • Turtle_Bot
    Turtle_Bot
    ✭✭✭✭✭
    ✭✭✭
    ZOS_Kevin wrote: »
    This is the official feedback thread for Player Experience Improvements coming in Update 50. We have a list of improvements coming to reduce player friction when playing ESO.
    That list includes the following:
    • Class Passives

    The team is looking for feedback on the following:
    • Do you notice and feel positively impacted by the Player Experience Improvements?
    • Are there any smaller pieces of feedback on any of the changes? We are looking for things that we could reasonably fix within the PTS cycle? Bigger fixes or other improvements not listed above will be looked into for future updates.
    • Any other points of feedback?

    @ZOS_Kevin I'm reposting my comment from the "classes and abilities" feedback thread here (in the spoiler) since this is the official feedback thread you have listed the changes to the class passives under and that feedback was directly related to this change.
    I again ask, why is the combat team pushing ahead so blindly with the objectively terrible change for Sorcerers "unique class buff" that completely deletes the tiny amount of remaining synergy the class lines had with each other. Especially since ZOS already removed the main reason to bring a Sorcerer at all into groups by giving DK Major berserk but with better uptime, better skills, and easier to activate conditions than Sorcerers Storm Atronach Ultimate had for that same buff.

    Sorcerers class masteries and passives already synergize far better with non-class and sub-classed abilities than they do with Sorcerers own class skills and the removal of minor Prophecy for a penetration buff (which doesn't tie in at all with any of Sorcerers class skills, or other passives, and is completely useless for group PvE content which is already at penetration cap without this buff) is just the cutting that final lingering thread of synergy the class lines had with each other, all for what? Just to be unique? Why not give Nightblade a unique crit damage buff and make Sorc the class for crit chance, since Sorcerer has abilities directly tied to high crit chance and Nightblade has abilities (and masteries) directly tied to max crit damage.

    Someone from the combat team needs to come onto the forums, explain their reasons and expected goals for this change, why they think the removal of this last bit of in-class synergy was needed and actually do what @ZOS_NickG said ZOS would be focusing on in his most recent letter, communication and transparency.

    In terms of directly answering the questions the team is looking for:
    • Do you notice and feel positively impacted by the Player Experience Improvements?
    • In regards to swapping critical chance for penetration change for the Sorcerer class passive specifically? the answer is an resounding NO! The change is just a straight nerf because the synergy between the Sorcerer's only heal over time ability (Surge) and the rest of the kit was severely hindered by this change that has caused cascading effects across builds, such as less defense because I need more Light armor pieces (which have lower base armor values and have percent weaknesses to martial damage types) to make up for the reduced crit chance, or I lose damage due to being forced to swap my Nirnhoned or Charged weapon traits to Precise to make up for this reduction in crit chance, with either of these resulting changes being necessary just to simply maintain the same crit chance the class currently has.
      The extra pen is also not as helpful in the current state of ESO, where in PvP most players are using percent modifiers/buffs to mitigate damage (protection, evasion, champion points, etc.) and the best ultimates already give full penetration anyway (Corrosive and Onslaught), and critical damage is the best damage modifier in the game (in PvP) post Monomyth Mythic release, meanwhile in PvE, most organized groups are already at the pen cap (which is at 18k, since that is the armor value of bosses in PvE content and as such any penetration over that value, which includes the breach debuffs that total 9k on their own, is completely redundant and unnecessary).
      The other issue is that the extra pen does not grant any defensive bonuses like crit chance does, because pen doesn't have any effect on healing, while crit chance has a huge effect on healing done due to increased chance to critically heal for huge increases to healing values (between 60 and 110% depending on crit healing modifiers), and stronger healing means better survivability.
    • Are there any smaller pieces of feedback on any of the changes? We are looking for things that we could reasonably fix within the PTS cycle? Bigger fixes or other improvements not listed above will be looked into for future updates.
    • Give Sorcerer the Crit chance back, somewhere in it's class kit to reinstate that lost class kit synergy, even if it is just temporarily added back onto the Exploiter passive and only applies to the Sorcerer itself (i.e. not a group buff, just a self-buff) until the full Sorcerer refresh is done sometime in the future.
    • Any other points of feedback?
    • I will refer here back to my spoilered comment copied from the other feedback thread. Getting those questions answered would help to understand why the early feedback given on this proposed change 1-2 months ago (that was actually constructive feedback for once) was either completely ignored or simply not acted on, despite being given with plenty of time to make some very simple adjustments to this proposed change.
  • i11ionward
    i11ionward
    ✭✭✭✭
    I like the mundus stone change, but 8% xp/inspiration is way too low to make this worth using. This is a bonus that does not affect balance and is only useful for new players or people grinding CP, so erring on the side of generosity would hurt no one.
    I think it should be somewhere in the 20%-30% range to feel meaningful while still being reasonably balanced. Keeping in mind XP potions/scrolls come in 50/100/150 varieties and ESO+ gives 10%, 8% is very little.

    ​Totally agree.
    And considering XP bonuses are additive, 8% is just a drop in the ocean that no one will even notice (unless 8% was somehow made multiplicative, then that number actually makes sense).
  • FabresFour
    FabresFour
    ✭✭✭✭✭
    there's a bug when opening the Companions' Equipment tab. I don't have any addons or libraries installed, and I'm still getting the error.

    mdknji8j1dda.png
    @FabresFour - 2444 CP
    Director and creator of the unofficial translation of The Elder Scrolls Online into BR-Portuguese.
    Twitch: twitch.tv/FabresFour
  • Neugeniko
    Neugeniko
    ✭✭✭
    With this change

    Lady’s Smock

    Increase Power -> Force

    We can no longer make restore magicka, major brutality, breach pots to activate sustained by suffering champion points on our healers.
  • Neugeniko
    Neugeniko
    ✭✭✭
    ... If you could make Violet Coprinus/Lady's Smock/Corn Flower not prioritize Ravage health that would give a option for restore magicka, major brutality, breach.
  • JimFord047
    JimFord047
    ✭✭✭✭
    Is this how the Nowhere Keys are meant to work?

    I have picked them up from Delve Bosses , Thieves Troves , Chests simply everywhere! It's Great!!!

    unfortunatley, its making the Grind on the Current System even more Depressing. 25 Toons = 450 Favours = 45 Keys , THATS ABOUT 112 hours or 10 days to complete.

    The PTS system (if it stays like this) takes you less that 8 hours to exceed the 45 Keys!!

    After All of the Dynamic Encounters that I have done (16 yesterday alone that I happened to be in the right place for) No Keys Dropped, 2 Style pages, 0 Recipes, and 6 ingredients. I did not find any DE's on the PTS./ But How about actually owning up to People that the PTS version is A LOT better, than the current, and People are simply playing a Broken Game Right Now!
  • JimFord047
    JimFord047
    ✭✭✭✭
    Just as an after thought... there seems to have been some graphics updates in Quite a few areas, again, This is GREAT again, exept can you look at the IN-QUEST map locations, in a couple i tried they are Way OUT, ie Pariah's Abbey - the map has you leaving the whole area , then Back, then gone, then Back... if you follow the maps. You are going to be there forever as the lopcation positions are so wrong!
  • JimFord047
    JimFord047
    ✭✭✭✭
    I like the "give and take" results of the Dragon Knight Rework... for me the takes did not make that much of a difference, but the gives make it a lot better... PLease do not ALTER the current Gives
  • muetor3166
    muetor3166
    ✭✭
    Unfortunately, there is still a cap of 3,000 on transmutation crystals. Converting them into an uncapped currency would be the right move, as this limit of 3,000 is completely inadequate.
  • WhiteCoatSyndrome
    WhiteCoatSyndrome
    ✭✭✭✭✭
    ✭✭✭✭✭
    Antiquities Improvements

    I tried out the changes to the Antiquarian Eye popping up a notification as soon as I enter the area and I have to say it’s distracting. It also pops up frequently while I’m inside the area even when I’m standing right on top of the dirt mound. I DO like the speed between Eye uses being greatly shortened; really if the cooldown matched PTS but it was activated the same as on Live - user initiated, no notification - it would be much better. Why has ESO’s UI design become so obsessed with in-your-face notifications?
    #proud2BAStarObsessedLoony
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
    A useful explanation for how RNG works
    How to turn off the sustainability features (screen dimming, fps cap) on PC
  • ZhuJiuyin
    ZhuJiuyin
    ✭✭✭✭✭
    The team is looking for feedback on the following:
    Do you notice and feel positively impacted by the Player Experience Improvements
    ?
    Customized HUD, Alchemy, and Mundus Stones are good. But for Hybridization and Class Passives, the experience becomes worse, especially the balance issues of Temple and Sorc.


    Are there any smaller pieces of feedback on any of the changes? We are looking for things that we could reasonably fix within the PTS cycle? Bigger fixes or other improvements not listed above will be looked into for future updates.
    U51 Sorcerer and Templar Changes – A Clear Nerf, not an increase in options or a unique buff.

    This change is a direct nerf, not an improvement. A class’s power comes from its own damage, survivability, and group utility. Replacing the Sorc’s critical buff with a pen buff cuts a core stat(or Temple's damage trade to armor)—no matter what other benefit is added.

    1. Pen does not replace critical value.(Armor either cant replace damage)
    In PvE, pen/armor is easy to cap via gear and passives; critical / damage is always scarce. If pen/armor is already capped, the buffs are wasted.

    2. “More flexibility” actually removes choice.
    Previously, groups could freely pick which critical / damege buff to bring (Sorc or NB)/(DK or Temple), and it benefited the class itself. Now the new change is forced, Temple and Sorcs lose their own damage / critical, and the armor/pen may be irrelevant to the group. This isn’t adding options—it’s replacing a proven setup with an inferior one. If the change goes live,Temple / Sorcs will struggle as competitive DPS for the foreseeable future.

    3. Sorc's skill redundancy remains unaddressed.
    This update emphasizes "Hybridization," aiming to reduce redundancy and homogenization, but ignores the long-standing overlap in Sorc skills (multiple immobilizes, resource passives).
    Sorc currently possesses:

    a. Gaining 5-10% maximum resources across multiple passive abilities (Blood Magic, Expert Summoner)

    b. Reduced resource consumption across multiple passive abilities (Unholy Knowledge, Persistence)

    c. immobilize across multiple active abilities (Encase, Daedric Tomb)

    d. Resource recovery across multiple active and passive abilities (Endless Fury, Energy Overload、Rebate) So why add this "unique Offensive Penetration" to Sorc? Sorc could already obtain a similar buff from Crystal Weapon (although the skill has flaws and low values, it can be easily adjusted).

    Instead of this perfunctory, one-size-fits-all replacement, what Sorc really needs is a rework of the Exploiter or an integration of dark magic that allows warlocks to provide area-of-effect penetration while maintaining critical strike chance. The current approach isn't balanced—it's just a superficial nerf.Furthermore, after this change, Sorc's Exploiter will be completely unable to compete with NB's Hemorrhage.

    4. Player feedback was dismissed.
    Extensive objections were raised during before the PTS cycle, pointing out these exact issues. They were completely ignored in the final update. There’s no data or developer insight showing pen outperforms critical(or armor outperforms damage)—this feels like forcing Hybridization at the cost of Sorc and Temple’s identity.

    5.In short: If a change forces you to re‑stack an easily overcapped stat while taking away a linearly scaling offensive stat, it’s a nerf—regardless of the wording.

    Although there is nothing wrong with this Hybridization adjustment itself, it's a severe nerf to Sorc and Templars. Please at least add a corresponding buff to each of these classes on the same class line as compensation , until both classes are refreshed

    For example: Blood Magic: When you cast a Dark Magic ability with a cost, you heal for 1600 Health if you are not at full Health. This portion of the ability scales off your Max Health. Provides you with 6% criticality.

    Enduring Rays: Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 seconds and grants you 10% weapon and spell damage.
    Edited by ZhuJiuyin on August 6, 2026 3:28AM
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • Udrath
    Udrath
    ✭✭✭✭✭
    @ZOS_Kevin

    Some players with controllers have built in macro buttons that work in this game. It’s become problematic to play against these players when they are animation cancelling with block, bashing, weapon swapping nearly every ability with precise timing consistently. Many people hope this can be addressed, but since it’s a touchy subject it seems to remain largely ignored.
    Edited by Udrath on August 6, 2026 3:20PM
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    Tannus15 wrote: »
    Hybridization and Alchemy

    Not a fan of how magicka power pots are the same colour as stam power pots

    edsmexjpz2hc.png
    qmlv1u1unsfy.png

    please change the mag ones back to blue. or something visually different.

    I have both on my quickslot wheel and i can't tell which is which

    Thanks for sharing this feedback, @Tannus15. We've passed this along and are exploring options to make these a little easier to tell apart at a glance.
    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
    Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
    Staff Post
  • Chibicosmos
    Not sure if we already have an option for this but would really like to disable the tamriel tomes pop up. It gets annoying when I'm trying to trade and prefer the option to go check myself. Or maybe a prompt that appears and disappears rather than what we have now which forces you to click through them all until it goes away.
  • Pinktraining
    Pinktraining
    ✭✭✭
    Update 51 PTS Feedback: Why the Utility Swaps for Sorcerers and Templars are Net Nerfs, and Proposed Rework Solutions


    This feedback regarding the recent changes to class passives in Update 51—specifically, the removal of core offensive buffs from the Sorc and Templar in exchange for unique group utility.
    I believe most players understand the design goal of providing every class with a unique group utility to ensure Trial desirability, the current implementation results in severe net nerfs to personal damage, survivability, and build cohesion for both classes.
    And we all know since it is known that there will be no class refresh this year, the next few temporary class balance adjustments will be crucial and will likely determine whether players wait for the class refresh, continue to support the game, or leave.

    Key Issues with the Update 51 Utility Swaps
    1. Sorcerer: Penetration Oversaturation vs. Critical Chance Scarcity
    In optimized 12-man Trial groups, Penetration is one of the easiest stats to cap (18,200). Between standard debuffs (Major/Minor Breach for 8,922), Crusher enchants (2,108), CP passives, and ubiquitous support/tank sets like Alkosh, Crimson Oath, or Tremorscale, group penetration regularly reaches the cap.

    The Math: When Penetration is already capped, an additional 2,974 Penetration yields 0% DPS increase.

    Consequences: Trading a frequently unprofitable attribute for a linearly increasing and non-dilutable attribute (such as 6% critical strike chance) would result in a severe DPS loss for all teams without a NB and reduce Sorc's chances of playing DPS, thereby reducing the team's diversity.

    Collateral (Critical Surge): Sorc usually uses Critical Surge as their primary passive healing engine, which requires critical hits to trigger. Stripping Critical Chance directly compromises Critical Surge uptime and passive survivability.

    2. Templar: Loss of Core Damage Boosts for Irrelevant Armor Utility
    Similar to the Sorcerer, the Templar's trade-off replaces core personal offensive stats with a unique group Armor/Resistance buff.

    Redundant Utility: Defensive armor buffs in PvE are largely unnecessary outside of specific progression scenarios. Endgame groups prioritize offensive utility, damage mitigation percentages, or shields over raw armor values.

    Severe Personal DPS Loss: Again, it similar to the Sorcerer Stripping Templars of personal damage passives cripples their baseline DPS output( no DK in group). Giving a damage-oriented class a purely defensive group passive—while stripping their own damage—leaves Templars in a worse position for both solo and group content.

    3. Unnecessary Sacrifice
    Swapping the offensive attributes of these two classes (which have no upper limit) for attributes or defensive attributes that are easily reached at this stage, forcing them to rely on another class to obtain their original attributes, is a clear form of deprivation and inequality, while also reducing the diversity of team choices. This could have been avoided; many players had already warned about this a month ago.

    4. Ignored Skill Redundancy
    Both classes already suffer from redundant skills and passives . Simply overwriting core offensive passives with redundant group stats fails to address the underlying mechanical bloat and weakness of either class.

    Proposed Constructive Solutions
    Option A: Decouple Group Utilities from Personal Offensive Passives
    Restore their passives and move the new group utility effects to active skill interactions—for example, granting group Penetration or Armor for 10 seconds upon casting a Dark Magic or Aedric Spear ability with a cost.

    Option B: Replace Penetration/Armor with Non-Capped Offensive Utility
    If unique group passives are intended, replace Penetration and Armor with offensive stats that never suffer from a hard cap. Examples include:Unique % Critical or % Damage (similar to Minor Berserk or Minor Slayer mechanics).

    Conclusion
    Forcing easily oversaturated stats or irrelevant defensive stats (Armor) onto Sorcerers and Templars does not create true group value—it creates a net-negative trade-off that harms both casual and endgame players. I hope the combat team to reconsider these changes before Update 51 goes live.


    We all hope that ZOS members can recover from the impact of layoffs as soon as possible, but the changes to Templar and Sorc were clearly not well thought out. If changes cannot be made within this PTS cycle, rolling back the passives of these two classes is also an option, at least reducing the sense of inequality between players. Good luck for all of you.
Sign In or Register to comment.