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A Look at Wendy's Skill Tree: Balancing Issues and Unanswered Concerns


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I know that bringing up Wendy during Walter's update might feel out of place, maybe even a bit tone-deaf—like a kid throwing a tantrum over candy while everyone else is celebrating. But when these two characters were introduced in the same skill tree update, how can you not draw comparisons?

With Walter's skill tree getting a major refresh, it really makes you wonder how different characters are treated in this beta. Sometimes, it feels like some characters are "more balanced" than others, with balance being used as an excuse to mask questionable design choices.

This isn't just about comparing characters or throwing shade—it's about what these updates reveal about Klei's approach to balancing. Walter's rework shows that big improvements in combat and survival are possible, so why does Wendy's skill tree feel like it's lagging behind?

To be clear, this post isn't about demanding buffs or attacking the developers. I just want to point out areas where Wendy's skill tree might still need refinement before the beta ends.


Comparing Wendy and Walter's Progress

Walter's update brings a ton of improvements across combat, mobility, and survival, making him a far more well-rounded character:

  • Combat Boost: Walter now has a slingshot for long-range attacks and can craft different types of ammo.
  • Speed & Exploration: Woby can sprint and dash, making Walter one of the fastest characters in the game—even faster than a fully domesticated beefalo.
  • Survival & Quality of Life: Walter now has portable light sources, extra storage, cheap healing, sanity recovery, and faster resource gathering (tree chopping, mining, etc.). Basically, he's an all-in-one survival kit.

By contrast, Wendy's skill tree hasn't received nearly the same level of upgrades—despite her being one of the most popular and widely played characters.


What Has Wendy's Skill Tree Actually Changed?

At her core, Wendy is a combat-focused character. Why do I say that? Abigail doesn't help with survival mechanics—she doesn't provide food, insulation, or storage. The only survival-related skills I can remember (remind me if I'm missing any) in the tree are the Wreath (which feels weak and underwhelming, thanks to "balance") and the sanity boost from standing near a flower-filled Sisturn.

So, let's focus on her combat impact:

  • She was already strong at handling swarms before the update. The skill tree hasn't fundamentally changed that.
  • Her new abilities feel either too complicated or underwhelming.
    • Lunar and Shadow Abigail are a hassle to activate. Instead of just clicking a skill like other characters, players must place a Lunar Flower in the Sisturn or kill small animals to trigger the effect.
    • Meanwhile, other characters get their buffs instantly with a simple click—no extra steps required.
  • Wendy's skill tree doesn't significantly expand her combat role.
    • Compared to Walter (and many other characters), her combat versatility remains limited.
    • Walter gained mobility, flexibility, and expanded combat strategies—Wendy's tree, on the other hand, mostly reinforces what she already did before.

If Wendy is meant to be a combat-focused character, then her skill tree should actually improve her combat experience. But so far, that hasn't really happened.


Balancing Through Nerfs: Is This the Right Approach?

Lately, most updates have just focused on nerfing Wendy's DPS, rather than introducing meaningful adjustments to her gameplay mechanics.

If the skill tree is going to be finalized soon, I really hope the developers take one last thoughtful passnot just reducing numbers, but refining Wendy's mechanics to make her more engaging and rewarding to play.

This isn't to say that every skill needs to be a buff. But balance should also mean improving usability, accessibility, and flow—not just playing with stats.


Concerns Moving Forward

One of my biggest concerns is that once the skill tree is officially released, Klei won't revisit it again. The beta has already been running for nearly three months, and time is running out to make meaningful improvements before the final release.

I'd love to see further refinements to Wendy's skill tree—not just number tweaks, but actual design adjustments that enhance her gameplay and make her feel as rewarding to play as Walter now does.


Conclusion

The points I've raised aren't new, and I know other Wendy players have voiced similar concerns. But with the beta nearing its final stages, I think it's important to speak up one last time.

At the end of the day, I just want Wendy's skill tree to be as fun, engaging, and well-balanced as possible—just like Walter's now is.

Thanks for reading, and I hope everyone has a great weekend!

I think the problem is that the devs don't want to change Wendy's fighting style at all. They just make small repairs on the basis of the original, so that the skill tree swings left and right between the two affinity forces by reducing or increasing the value...

My biggest hope now is that the shadow potion can be adjusted back. It has been weakened too seriously.

17 minutes ago, renamoe said:

Balancing Through Nerfs: Is This the Right Approach?

Looking at the recent updates, it seems that most of the changes have focused on reducing Wendy's DPS without introducing corresponding buffs or meaningful adjustments to her game mechanics. While I understand the need for balance, I can't help but wonder—should balance only come in the form of nerfs?

We're now nearly three months into the beta, and with the final release approaching, it's unclear how much room will be left for further re-balancing. If the skill tree is going to be set in stone after release, I hope the developers take a final, thoughtful pass to ensure that adjustments don't just reduce numbers, but also enhance Wendy's gameplay experience in a way that makes her more engaging and rewarding to play.

I'm not saying every skill needs to be a buff, but balance should also mean refinement—finding ways to improve flow, accessibility, and usability, rather than just dialing numbers up or down.

The impression I get from Wendy's designer is that they are overly deliberate in focusing on the so-called "balance" and use it as an excuse to sidestep issues in the design. Balance should not be achieved by "ruining fun and adding mechanisms that frustrate players."

A prime negative example is the skills Lunar Affinity III and Shadow Affinity III. In the name of "balance," they impose various restrictions on players, reducing their quality of life and gaming experience, which makes the skill tree absolutely terrible. It's possible that the in-game experience with these skills is even worse than without them. Another example is Blessed Sisturn III. This one-size-fits-all nerfing approach is truly outrageous.

The only positive example in the skill tree is Team Spirits. This skill increases Wendy's room for maneuver and gives players more choices and playstyles. But this is the only decent branch in the entire Wendy skill tree. Many branches are quite bad due to the designer's pursuit of the so-called "balance."

26 minutes ago, Lee lol said:

I think the problem is that the devs don't want to change Wendy's fighting style at all. They just make small repairs on the basis of the original, so that the skill tree swings left and right between the two affinity forces by reducing or increasing the value...

My biggest hope now is that the shadow potion can be adjusted back. It has been weakened too seriously.

There are two main ways to adjust the skill tree in my mind (feel free to correct me if I'm missing anything): introducing new gameplay mechanics or tweaking values. Value adjustments are relatively easy to implement, but I don't quite understand why they've mostly been nerfs rather than refinements that enhance Wendy's playstyle.

I do think the Wreath and Lunar Abigail introduced interesting new mechanics, but their effectiveness has been overshadowed by how impractical they currently feel. Take Lunar Abigail for example—it originally provided an answer to a key question: How does Wendy fight bosses? The solution was to introduce invulnerability frames and modify Abigail's attack pattern, making her more survivable in tougher fights. However, instead of refining this concept, the core idea behind Lunar Abigail has been largely abandoned.

Rather than just tweaking numbers downward, I really hope the devs consider adjustments that make these skills viable and meaningful, rather than reducing their impact to the point where they're barely worth using.

14 minutes ago, Yifei_ said:

The impression I get from Wendy's designer is that they are overly deliberate in focusing on the so-called "balance" and use it as an excuse to sidestep issues in the design. Balance should not be achieved by "ruining fun and adding mechanisms that frustrate players."

A prime negative example is the skills Lunar Affinity III and Shadow Affinity III. In the name of "balance," they impose various restrictions on players, reducing their quality of life and gaming experience, which makes the skill tree absolutely terrible. It's possible that the in-game experience with these skills is even worse than without them. Another example is Blessed Sisturn III. This one-size-fits-all nerfing approach is truly outrageous.

The only positive example in the skill tree is Team Spirits. This skill increases Wendy's room for maneuver and gives players more choices and playstyles. But this is the only decent branch in the entire Wendy skill tree. Many branches are quite bad due to the designer's pursuit of the so-called "balance."

This is an age-old discussion—what does "game balancing" truly mean? Strangely, some characters seem to be more balanced than others, and at times, "balance" feels like a convenient excuse to cover up poor design choices. Of course, this might be a broader issue than just Wendy's skill tree beta.

Some of the restrictions placed on Lunar Affinity III and Shadow Affinity III feel unnecessarily punishing, and when compared to other characters in the game, they seem unfairly restrictive. If balance is truly the goal, then why do some characters feel far less constrained than others?

10 hours ago, Yifei_ said:

The only positive example in the skill tree is Team Spirits. This skill increases Wendy's room for maneuver and gives players more choices and playstyles. But this is the only decent branch in the entire Wendy skill tree. Many branches are quite bad due to the designer's pursuit of the so-called "balance."

Team Spirit is not spared from being "balanced" either.

The invincibility frames during the start and end animations of the sprint have been removed.

Moonlit Abigail will deal no damage when using the sprint.

Honestly, these changes make no sense at all. I can't see their motivation or outcome.

Aside from making players feel that "this content can actually be more boring than before," what else have these changes given to the players? I don't understand, and I want to know the answer.

I want to see real fairness and equality.

11 hours ago, renamoe said:

With Walter's skill tree now receiving a substantial upgrade, it naturally raises questions about how different characters have been handled in this beta. This isn't just about comparing characters or criticizing decisions, but rather a reflection on what these updates reveal about Klei's approach to skill tree balancing. Walter's rework has demonstrated that significant improvements can be made to enhance both combat and survival mechanics—so it's only natural to ask: Has Wendy's skill tree received the same level of consideration?

This post is not meant to demand buffs or unfairly criticize the developers, but rather to highlight areas where Wendy's finalized skill tree might still need refinement before the beta ends.


Comparing Wendy and Walter's Progress

Walter's recent update introduced substantial upgrades across combat, survival, and utility, making him a far more well-rounded character:

  • Combat Enhancements: Walter now benefits from an effective 2.6x damage multiplier, dramatically boosting his DPS potential.
  • Mobility & Exploration: Woby's increased speed and endurance, along with the ability to sprint and dash, gives Walter one of the fastest movement options in the game.
  • Survival & Quality of Life Improvements: Walter gained portable light sources, extra storage space, cheap healing and sanity recovery, and even a new method for fast resource gathering.
  • Expanded Woby Mechanics: Both Lunar and Shadow Woby offer unique traversal and utility perks, further expanding Walter's gameplay flexibility.

By contrast, Wendy's skill tree has not received the same degree of refinement—despite her being one of the most popular and widely played characters.


What Has Wendy's Skill Tree Actually Changed?

I want to emphasize again that Wendy, at her core, is a combat-oriented character, so let's focus on her combat impact. There has long been an argument that Wendy was already strong because she could efficiently handle small mobs—but if that's the case, what real improvements has the skill tree brought? What has actually changed before and after the beta update?

  • She could already manage swarms well before the update. The skill tree hasn't fundamentally changed this aspect of her gameplay.
  • Her new abilities feel either overly complicated or underwhelming.
    • Lunar and Shadow Abigail remain cumbersome to access compared to other characters' abilities.
    • Instead of a simple activation, players must either place a Lunar Flower in the Sisturn or murder small animals in their inventory to trigger the effect.
    • Meanwhile, many other characters receive their buffs instantly with a single click, requiring no additional setup or effort.
    • In contrast, Wendy's transformation process comes with additional activation costs, making her skill tree mechanics more tedious rather than rewarding.
  • Compared to Walter (and many other characters), her combat versatility remains limited.
    • While Walter gained multiple mobility and utility perks that improve his combat adaptability, Wendy's skill tree does little to expand her role beyond what she could already do before the update.

If Wendy is meant to remain a combat-focused character, then her skill tree should provide meaningful upgrades to her combat capabilities—but so far, that hasn't really happened.


Balancing Through Nerfs: Is This the Right Approach?

Looking at the recent updates, it seems that most of the changes have focused on reducing Wendy's DPS without introducing corresponding buffs or meaningful adjustments to her game mechanics. While I understand the need for balance, I can't help but wonder—should balance only come in the form of nerfs?

If the skill tree is going to be set in stone after release, I hope the developers take a final, thoughtful pass to ensure that adjustments don't just reduce numbers, but also enhance Wendy's gameplay experience in a way that makes her more engaging and rewarding to play.

This isn't to say that every skill needs to be a straightforward buff, but balance should also mean refinement—improving flow, accessibility, and usability, rather than just making numerical tweaks up or down.


Concerns Moving Forward

One of the biggest concerns is that once the skill tree is officially released, there may be little to no opportunity for further adjustments. Given that this beta has already lasted nearly three months, time is running out to make meaningful changes before the final release.

I would love to see further refinements to Wendy's skill tree to ensure that it enhances her gameplay in a way that feels rewarding and practical—just as Walter's update has successfully done.


Conclusion

I want to emphasize that this post is not about demanding buffs or attacking decisions, but rather raising concerns about areas that still feel unpolished. The points I've mentioned have likely been discussed before by other Wendy players, but I believe they are important enough to reiterate.

At the end of the day, my goal is the same as everyone else's—I want Wendy's skill tree to be as fun, engaging, and well-balanced as possible.

Thanks for taking the time to read, and I hope everyone has a wonderful weekend!

This is a beautifully put together post, thank you.

One thing that the Walter skill tree brought to my attention is, I actually can't think of the "optimal" skill tree. Many of the skills are really good, and there are not enough skill points to get everything I would want, so I have to make a desition over watch to pick.

Wendy meanwhile, other than the Team Spirit line, and whatever affinity you fancy the most/dislike the least, there isn't a "must have" skill. Guess I'll pick the pipspook line and potion line so I have to grind less, and the sisturn line if you fancy the upkeep for a net zero benefit.

It is, however, the prettiest skilltree, with beautiful and gorgeous new animations, Wortox players keep salivating over the Wendy visuals.

6 hours ago, Yaorin yon said:

Team Spirit is not spared from being "balanced" either.

The invincibility frames during the start and end animations of the sprint have been removed.

Moonlit Abigail will deal no damage when using the sprint.

Honestly, these changes make no sense at all. I can't see their motivation or outcome.

Aside from making players feel that "this content can actually be more boring than before," what else have these changes given to the players? I don't understand, and I want to know the answer.

I want to see real fairness and equality.

You know, "I want to see real fairness and equality" should be a simple and straightforward thing to say. But at this point, it feels like you have to think twice before even bringing it up—because the irony of seeing these three characters in the same update is just too much to ignore.

Maybe I'm just missing something—maybe there's some hidden strength or advantage in Wendy's skill tree that I'm too short-sighted to see.

6 hours ago, CremeLover said:

This is a beautifully put together post, thank you.

One thing that the Walter skill tree brought to my attention is, I actually can't think of the "optimal" skill tree. Many of the skills are really good, and there are not enough skill points to get everything I would want, so I have to make a desition over watch to pick.

Wendy meanwhile, other than the Team Spirit line, and whatever affinity you fancy the most/dislike the least, there isn't a "must have" skill. Guess I'll pick the pipspook line and potion line so I have to grind less, and the sisturn line if you fancy the upkeep for a net zero benefit.

It is, however, the prettiest skilltree, with beautiful and gorgeous new animations, Wortox players keep salivating over the Wendy visuals.

I agree—the new animations and item designs are aesthetically pleasing. The Wreath and the Basket stand out to me too (not sure why, but they kind of give me this imagery of a little girl gathering flowers?). The visuals are genuinely great, and I appreciate the effort put into making Wendy's skill tree look beautiful and thematic.

If only the gameplay impact felt as satisfying as the presentation.

18 hours ago, renamoe said:

Walter's update brings a ton of improvements across combat, mobility, and survival, making him a far more well-rounded character:

  • Combat Boost: Walter now has a 2.6x damage multiplier and a slingshot for long-range attacks.
  • Speed & Exploration: Woby can sprint and dash, making Walter one of the fastest characters in the game—even faster than a fully domesticated beefalo.
  • Survival & Quality of Life: Walter now has portable light sources, extra storage, cheap healing, sanity recovery, and faster resource gathering (tree chopping, mining, etc.). Basically, he's an all-in-one survival kit.

By contrast, Wendy's skill tree hasn't received nearly the same level of upgrades—despite her being one of the most popular and widely played characters

That's because this is what Walter basically is as a character, a jack of all trades qol survivalist

 

18 hours ago, renamoe said:

Walter now has a 2.6x damage multiplier

What are you referring to?

19 hours ago, renamoe said:

By contrast, Wendy's skill tree hasn't received nearly the same level of upgrades—despite her being one of the most popular and widely played characters.

I would say mainly because Walter was in a really bad spot between his slingshot not being good and his personal mount just being worse in everyway compared to a beefalo combined with what some consider the harshest downsides in the game meant his skill tree had to do a lot of heavy lifting to fix his problems as well as give him a wider appeal.

 

19 hours ago, renamoe said:

At her core, Wendy is a combat-focused character. Why do I say that? Abigail doesn't help with survival mechanics—she doesn't provide food, insulation, or storage. The only survival-related skills I can remember (remind me if I'm missing any) in the tree are the Wreath (which feels weak and underwhelming, thanks to "balance") and the sanity boost from standing near a flower-filled Sisturn.

So, let's focus on her combat impact:

  • She was already strong at handling swarms before the update. The skill tree hasn't fundamentally changed that.
  • Her new abilities feel either too complicated or underwhelming.
    • Lunar and Shadow Abigail are a hassle to activate. Instead of just clicking a skill like other characters, players must place a Lunar Flower in the Sisturn or kill small animals to trigger the effect.
    • Meanwhile, other characters get their buffs instantly with a simple click—no extra steps required.
  • Wendy's skill tree doesn't significantly expand her combat role.
    • Compared to Walter (and many other characters), her combat versatility remains limited.
    • Walter gained mobility, flexibility, and expanded combat strategies—Wendy's tree, on the other hand, mostly reinforces what she already did before.

I feel like saying the Wreath is weak is wrong the effects are

  • A barrier that blocks damage every 10 seconds for it's duration and a counter attack variant
  • 2 different healing potions
  • Night Vision
  • Protection from slowdown from items, webbing, and honey
  • A potion that restores a small amount of stats and removes death penalties

Some people feel these are weak but Walter's scouting branch has equivalents in his scouting branch but for more overall insight

  • Reusable campfire and a higher campfire story buff
  • Healing item with a medicine buff
  • Ropes cost 1 less grass
  • Non perishable treats (mainly to make up for the fact Woby's food source isn't as accessible as a beefalo's
  • Portable drying rack (to help with his downside and Woby's treat production
  • Pinetree Pioneer hat buff (an attempt to help with his downside and get people to actually use the hat rather than throwing it away immediately for headslot armors and other items
1 hour ago, aidankocherhans said:

That's because this is what Walter basically is as a character, a jack of all trades qol survivalist

 

What are you referring to?

I'm actually in favor of Walter's update and think it's a great improvement that enhances many aspects of his gameplay. This kind of well-rounded upgrade will likely make Walter much more popular—just like how Willow saw a surge in players after her rework.

Apologies for the 2.6x multiplier reference—that was meant for Wolfgang, not Walter. I've made the correction in my post.

5 minutes ago, Mysterious box said:

I feel like saying the Wreath is weak is wrong the effects are

  • A barrier that blocks damage every 10 seconds for it's duration and a counter attack variant
  • 2 different healing potions
  • Night Vision
  • Protection from slowdown from items, webbing, and honey
  • A potion that restores a small amount of stats and removes death penalties
  • at buff (an attempt to help with his downside and get people to actually use the hat rather than throwing it away immediately for headslot armors and other items

I think just having sisturn be something like the wreath for abby would be Just the utility needed for wendy players to be happy.
Different petals inside gives abby different effects across the board. Can give more unique effects for the lunar petals, the dark petals, foliage, succulent, and also lightbulbs and glowberries.

This in combo of making playertag become a potion instead of being tied to the sisturn I think would solve most of the main big problems with the wendy tree

leaving only the minor ones that  other users have mentioned that need to be tweaked.
ones stated by op in this thread
And also others linked in this one





 

 

3 minutes ago, DVGMedia said:

I think just having sisturn be something like the wreath for abby would be Just the utility needed for wendy players to be happy.
Different petals inside gives abby different effects across the board. Can give more unique effects for the lunar petals, the dark petals, foliage, succulent, and also lightbulbs and glowberries.

This in combo of making playertag become a potion instead of being tied to the sisturn I think would solve most of the main big problems with the wendy tree

leaving only the minor ones that  other users have mentioned that need to be tweaked.
ones stated by op in this thread
And also others linked in this one





 

 

Personally I really hope they consider this as well not sure how popular it is but this would be really great for when I'm playing with friends.

 

15 minutes ago, Mysterious box said:

I would say mainly because Walter was in a really bad spot between his slingshot not being good and his personal mount just being worse in everyway compared to a beefalo combined with what some consider the harshest downsides in the game meant his skill tree had to do a lot of heavy lifting to fix his problems as well as give him a wider appeal.

 

I feel like saying the Wreath is weak is wrong the effects are

  • A barrier that blocks damage every 10 seconds for it's duration and a counter attack variant
  • 2 different healing potions
  • Night Vision
  • Protection from slowdown from items, webbing, and honey
  • A potion that restores a small amount of stats and removes death penalties

Some people feel these are weak but Walter's scouting branch has equivalents in his scouting branch but for more overall insight

  • Reusable campfire and a higher campfire story buff
  • Healing item with a medicine buff
  • Ropes cost 1 less grass
  • Non perishable treats (mainly to make up for the fact Woby's food source isn't as accessible as a beefalo's
  • Portable drying rack (to help with his downside and Woby's treat production
  • Pinetree Pioneer hat buff (an attempt to help with his downside and get people to actually use the hat rather than throwing it away immediately for headslot armors and other items

There has been some discussion about why Woby isn't as good as a beefalo, and honestly, he should be on par with one—especially since Walter is tied to riding Woby, meaning he doesn't have the option to switch to a beefalo like other players. That's why I think the adjustments to Walter were completely reasonable—Klei listened to feedback and made meaningful improvements to fix his weaknesses. It's a good approach, and I believe this will make Walter much more popular.

As for the Wreath buffs, I acknowledge that some potions have been improved in recent updates, but Night Vision is really the only one I find somewhat useful (even though the color filter is terrible). The rest? They all have easier-to-get, stronger alternatives—sorry to say that.

Meanwhile, Woby's refinements feel far more cohesive—you can clearly see the reasoning behind the devs' decisions. Every change either fixes a weakness or builds upon his strengths, creating a well-rounded, logical skill tree.

5 minutes ago, renamoe said:

There has been some discussion about why Woby isn't as good as a beefalo, and honestly, he should be on par with one—especially since Walter is tied to riding Woby, meaning he doesn't have the option to switch to a beefalo like other players. That's why I think the adjustments to Walter were completely reasonable—Klei listened to feedback and made meaningful improvements to fix his weaknesses. It's a good approach, and I believe this will make Walter much more popular.

As for the Wreath buffs, I acknowledge that some potions have been improved in recent updates, but Night Vision is really the only one I find somewhat useful (even though the color filter is terrible). The rest? They all have easier-to-get, stronger alternatives—sorry to say that.

Meanwhile, Woby's refinements feel far more cohesive—you can clearly see the reasoning behind the devs' decisions. Every change either fixes a weakness or builds upon his strengths, creating a well-rounded, logical skill tree.

I do agree they did a good job with Woby but at the same time there are Walter's own fair share of abilities that are extremely niche like the 1 skill point for 1 grass as well as a few others I think it just comes down to some people seeing more value in some skills than others. That being said I do agree there are some things that could stand to be tweaked on Wendy.

11 minutes ago, DVGMedia said:

I think just having sisturn be something like the wreath for abby would be Just the utility needed for wendy players to be happy.
Different petals inside gives abby different effects across the board. Can give more unique effects for the lunar petals, the dark petals, foliage, succulent, and also lightbulbs and glowberries.

This in combo of making playertag become a potion instead of being tied to the sisturn I think would solve most of the main big problems with the wendy tree

leaving only the minor ones that  other users have mentioned that need to be tweaked.
ones stated by op in this thread
And also others linked in this one





 

 

You know what, if this was three months ago when the skill tree first dropped, I'd have believed Klei might actually consider these suggestions. But at this point, it feels way too late—I'm not sure they'd put in the effort to write new code and create new assets for it.

That being said, I've always thought the idea of stuffing different petals into the Sisturn was both straightforward and insightful. Letting players mix and match different petal types to give Abigail unique effects would be a creative and flexible system—there are dozens of possible combinations. And honestly, I don't think it would be overpowered; after all, petals rot and require time and effort to collect. It's a mechanic that rewards preparation rather than just being a free buff, which would have made Wendy's tree a lot more engaging.

40 minutes ago, Mysterious box said:

Personally I really hope they consider this as well not sure how popular it is but this would be really great for when I'm playing with friends.

 

Tbh the thing about the altar is that it's a completely blank slate. You can do literally anything with it because its a reskin to the original healing item (I think?)

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