• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:50
CEST 18:50
KST 01:50
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 1 (2026) - RO4 & Finals Preview4[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13
Community News
Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists Code S Season 1 (2026) - RO4 & Finals Preview Code S Season 1 (2026) - RO8 Results Code S Season 1 (2026) - RO12 Results MaNa leaves Team Liquid
Tourneys
GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament KSL Week 89 2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ vespene.gg — BW replays in browser Pros React to: TvT Masterclass in FlaSh vs Light BW General Discussion ASL21 General Discussion
Tourneys
[BSL22] RO8 Bracket Stage + Another TieBreaker [ASL21] Semifinals B [ASL21] Ro8 Day 4 Escore Tournament StarCraft Season 2
Strategy
Muta micro map competition Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread YouTube Thread Russo-Ukrainian War Thread UK Politics Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1520 users

General Discussion/Off-topic - Page 819

Forum Index > LoL General
Post a Reply
Prev 1 817 818 819 820 821 1152 Next
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
June 03 2011 19:06 GMT
#16361
Actually it is Flash and Clairvoyance that do that, not philos. Rushing philos actually means that your total hp pool is so low that you can be bursted down rather easily.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
-Kato-
Profile Joined June 2010
Spain1146 Posts
Last Edited: 2011-06-03 19:15:34
June 03 2011 19:12 GMT
#16362
No by full AP I meant all AP and Mpen reds sorry.

So you think having armor or manaregen is better than AP on yellows?
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
Last Edited: 2011-06-03 19:21:03
June 03 2011 19:13 GMT
#16363
(...)

Show nested quote +
On June 04 2011 04:00 NeoIllusions wrote:
On June 04 2011 03:57 Seuss wrote:
Doesn't surprise me given that every champion these days stacks Philo.


Expect nerf in another 1-2 patches.
Typical Riot.

The main concern the team has with Philo is that it encourages passive gameplay in the laning phase and reduces the effectiveness of harass. Of course, this applies to heals in general as well.

I disagree, philo stones allow you to harass and trade more because more mana regen = more mana to spam skills, more hp regen = the more ahead you are when trading hits if enemy doesn't have such a high hp regen
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
Last Edited: 2011-06-03 19:15:16
June 03 2011 19:13 GMT
#16364
On June 04 2011 04:06 Shikyo wrote:
Actually it is Flash and Clairvoyance that do that, not philos. Rushing philos actually means that your total hp pool is so low that you can be bursted down rather easily.

There's a lot of contributing factors actually and not a lot of agreement as to how to solve this. I was going to write a long post on it, but I think Statikk summed it up better than I can so I'll just copy his thoughts here.

Statikk wrote:
We have been discussing this internally and have identified similar root problems. The possible solutions however are much more difficult to tease out because there are many systems in play that make the game the way it is in competitive play. Every change has a huge consequence.

For example, nerfing Clairvoyance increases the power of the jungler and increases uncertainty for the laners (due to less map awareness). Would this lead to more kills or would it make the laners play even more passive when they are uncertain of the jungler's position?

In my opinion, the core problems are the junglers and roamers that add uncertainty to the map. If you look at duo lane play in competitive play, they are often very aggressive and if left alone 2v2 have tons of action, back and forth, pushing back to base and killing. Even solo lanes can have a lot of action dependent on the matchup, though it is much less likely for kills to happen compared to a duo lane. The second though any lane senses the presence of the jungler/incoming ganker (especially with the Red Lizard buff), they are forced to disengage and play passively. This sense of constant paranoia plagues high level play and creates a lot of passivity. This is the exact same effect stealthers like Evelynn and global champions like TF have on the map as well.

When you are certain of your local space and can predict and calculate how your actions will play out, you are much more likely to commit to fights/exchanges and do crazy stuff to push your advantage when possible. The second that certainty is gone, you can no longer play aggressively without being punished in high tier play.

I also believe the crazy amounts of regen and sustain that exists in our game trumps all forms of attrition in lane making exchanges not as interesting or punshing/rewarding. This is another key.

TL;DR
Uncertainty (caused primarily by junglers but also by roamers and globals) and sustainability seem to me like root problems of why competitive play is so passive in the early game. We are by no means looking to remove jungling or roaming from the game, but reducing the necessity of the jungler and lowering sustainability could be steps in the right direction.

http://www.leagueoflegends.com/board/showthread.php?p=9566669#post9566669


In a reply to Locust saying uncertainty is not the problem:
Statikk wrote:
Sure, I agree with you, but which ones can we actually solve while not completely shaking up LoL's fundamental gameplay that makes LoL a game we like to play?

You could add denying and better lane control so that it is easier to zone opponents. This is something we would never pursue for many reasons namely that denying is not intuitive and zoning is extremely unfun for the opposing player.

You could make CC stronger and/or lower early game defensive possibilities (items, runes, masteries) so it is easier to outright kill targets with less firepower. These would also fundamentally change how LoL plays and would make it much more akin to DotA and HoN where heroes die in single CCs and early game nuke damage. But is this fun for the average player and specifically for the League of Legends playerbase? I would venture on to say no.

We could remove Flash, but that has its own can of worms both in terms of removing potential offensive uses of Flash and in terms of balance concerns for champions who innately have a blink.

We could increase hero kill rewards and lower minion rewards, but does that not return us back to the 5 man roaming meta where no one lanes and people that do get mass ganked? Is that fun?

I would like to hear your thoughts on what other possible solutions we could implement that would solve this problem more cleanly. I'm all open ears.

http://www.leagueoflegends.com/board/showthread.php?p=9567501#post9567501


Basically, the Design Teams wants there to be more action, especially in the laning phases and also less things like people facing off at baron only warding and ward sniping. But they also don't want to negatively impact the rest of the game at the same time.

Do note that Dreamhack will be played on a finalised patch so it doesn't necessarily mean huge meta changes before then. Although there still will be a patch before then.
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
LoCicero
Profile Joined August 2010
1100 Posts
June 03 2011 19:23 GMT
#16365
It seems they want to make this game even more about laning than it already is. With changes to lane sustainability I think we can all say goodbye to champions who are weak laners. I don't see how champs with weak early game laning will ever be competitive if they want to move the game in that direction.
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
June 03 2011 19:43 GMT
#16366
SImple fix to lane paranoia that doesnt involve fucking with champ balance: remove the brush in the river. Maybe increase minion and champ vision.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
r.Evo
Profile Joined August 2006
Germany14080 Posts
June 03 2011 19:44 GMT
#16367
On June 04 2011 03:53 MoonBear wrote:
Show nested quote +
On June 04 2011 03:42 -Kato- wrote:
Hi! With the OPness that Philostone is, what do you guys think about running a full AP runepage and going regrowth>philo on casters like Kassadin?

This can make you go 9 0 21 instead of 0 9 21 and you eventually turn it into the tenacity item.

Just a heads up, but the Design Team is looking into Philo atm. They don't like it very much. So if you do run a full AP rune page, do be aware it may become obsolete in the future once Philo gets nerfed.

Of course, AP runes are still useful for some champions don't get me wrong. But do think twice about spending that IP in case you have buyer's remorse.


Moonbear is just browsing TL for new imba things people post about here first. Then they are up for the next nerfbat. Ninja!
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Yiruru
Profile Blog Joined January 2009
Canada690 Posts
June 03 2011 19:57 GMT
#16368
It's already clear they aren't trying to make the game competitive at all, they worry too much about low-mid Elo players. It's true that denying was unfun, but it at least gave you some control over where your lane is going. With the current state of Hp/Mp regen, you can just spam spells without worry, and tank enemy spells without worry.

Has Riot said anything about adding TP Scrolls, or some sort of brush/vision block near towers? Roaming and Jungling would still be viable, but you have to be more careful diving towers, and the person you are diving can actually try to juke instead of praying for the people diving you to fuck up.
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
Last Edited: 2011-06-03 20:02:33
June 03 2011 20:00 GMT
#16369
Riot always wanted tower dives to happen in this game, they just didn't want the long ones (for example that's why they gave % armor pen to towers, to prevent longass rammus dives).

Also it has been clear that they don't care about this game being competitive since +- last WCG, they just do tourneys because people want tourneys and it makes more people interested in game = more sold skins!


I slowly begin to realise that most TLers consider this game (and the way Riot treats it) waaay more competitive than it really is.
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
June 03 2011 20:06 GMT
#16370
ITs because the game has potential to be competitive if riot just got out of the way
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Chrispy
Profile Blog Joined June 2009
Canada5878 Posts
June 03 2011 20:08 GMT
#16371
O sweet. I made a post suggesting philo stones to be made unique or nerfed but it got downvoted and closed.
Retvrn to Forvms
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
June 03 2011 20:08 GMT
#16372
shitty e-sports division =/= poor balance for competition. I disagree pretty strongly with people saying that LoL competition hasn't been getting better. No single overriding strategy seems overwhelming to me at the moment and it feels like you can approach the game many different ways and be successful. Just because it doesn't play just like DotA doesn't mean it's failing at being competitively balanced.
mogwaismusings.wordpress.com
Slayer91
Profile Joined February 2006
Ireland23335 Posts
June 03 2011 20:09 GMT
#16373
On June 04 2011 04:57 Yiruru wrote:
It's already clear they aren't trying to make the game competitive at all, they worry too much about low-mid Elo players. It's true that denying was unfun, but it at least gave you some control over where your lane is going. With the current state of Hp/Mp regen, you can just spam spells without worry, and tank enemy spells without worry.

Has Riot said anything about adding TP Scrolls, or some sort of brush/vision block near towers? Roaming and Jungling would still be viable, but you have to be more careful diving towers, and the person you are diving can actually try to juke instead of praying for the people diving you to fuck up.


Did you see the european dreamhack qualifier games? Farm all day in lane, then spend 20 minutes baiting and ward clearing around baron and whoever wins that 1 teamfight wins the game.
Blind
Profile Blog Joined December 2002
United States2529 Posts
June 03 2011 20:14 GMT
#16374
Just wanted to confirm something with you guys with jungling amumu. Magic pen reds don't increase amumu's jungling speed because the neutral camps have 0 magic resist. Is that right? Been wasting this whole time using them thinking they made me jungle faster. I believe his passive gets the neutrals to -15 MR, but the runes do nothing to their MR. Can someone confirm this please? If this is right, I will start using armor reds (unless you have a better suggestion). Thanks!
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
June 03 2011 20:17 GMT
#16375
correct, you cannot penetrate lower than 0.
mogwaismusings.wordpress.com
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
June 03 2011 20:18 GMT
#16376
but you should use the mpen anyway because it's really strong for ganks and teamfights and such. i dont think mumu needs armor yellow AND red to jungle
Moderatormy tatsu loops r fuckin nice
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
June 03 2011 20:21 GMT
#16377
On June 04 2011 05:14 Blind wrote:
Just wanted to confirm something with you guys with jungling amumu. Magic pen reds don't increase amumu's jungling speed because the neutral camps have 0 magic resist. Is that right? Been wasting this whole time using them thinking they made me jungle faster. I believe his passive gets the neutrals to -15 MR, but the runes do nothing to their MR. Can someone confirm this please? If this is right, I will start using armor reds (unless you have a better suggestion). Thanks!

Yes, MPen doesn't help Amumu in the jungle.

Don't underestimate Amumu's magic damage in fights though. He has the potential to hit really hard, and MPen marks synergize nicely with his passive.
If you have a good reason to disagree with the above, please tell me. Thank you.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2011-06-03 20:29:46
June 03 2011 20:23 GMT
#16378
On June 04 2011 04:13 MoonBear wrote:
Show nested quote +
On June 04 2011 04:06 Shikyo wrote:
Actually it is Flash and Clairvoyance that do that, not philos. Rushing philos actually means that your total hp pool is so low that you can be bursted down rather easily.

There's a lot of contributing factors actually and not a lot of agreement as to how to solve this. I was going to write a long post on it, but I think Statikk summed it up better than I can so I'll just copy his thoughts here.

Show nested quote +
Statikk wrote:
We have been discussing this internally and have identified similar root problems. The possible solutions however are much more difficult to tease out because there are many systems in play that make the game the way it is in competitive play. Every change has a huge consequence.

For example, nerfing Clairvoyance increases the power of the jungler and increases uncertainty for the laners (due to less map awareness). Would this lead to more kills or would it make the laners play even more passive when they are uncertain of the jungler's position?

In my opinion, the core problems are the junglers and roamers that add uncertainty to the map. If you look at duo lane play in competitive play, they are often very aggressive and if left alone 2v2 have tons of action, back and forth, pushing back to base and killing. Even solo lanes can have a lot of action dependent on the matchup, though it is much less likely for kills to happen compared to a duo lane. The second though any lane senses the presence of the jungler/incoming ganker (especially with the Red Lizard buff), they are forced to disengage and play passively. This sense of constant paranoia plagues high level play and creates a lot of passivity. This is the exact same effect stealthers like Evelynn and global champions like TF have on the map as well.

When you are certain of your local space and can predict and calculate how your actions will play out, you are much more likely to commit to fights/exchanges and do crazy stuff to push your advantage when possible. The second that certainty is gone, you can no longer play aggressively without being punished in high tier play.

I also believe the crazy amounts of regen and sustain that exists in our game trumps all forms of attrition in lane making exchanges not as interesting or punshing/rewarding. This is another key.

TL;DR
Uncertainty (caused primarily by junglers but also by roamers and globals) and sustainability seem to me like root problems of why competitive play is so passive in the early game. We are by no means looking to remove jungling or roaming from the game, but reducing the necessity of the jungler and lowering sustainability could be steps in the right direction.

http://www.leagueoflegends.com/board/showthread.php?p=9566669#post9566669


In a reply to Locust saying uncertainty is not the problem:
Show nested quote +
Statikk wrote:
Sure, I agree with you, but which ones can we actually solve while not completely shaking up LoL's fundamental gameplay that makes LoL a game we like to play?

You could add denying and better lane control so that it is easier to zone opponents. This is something we would never pursue for many reasons namely that denying is not intuitive and zoning is extremely unfun for the opposing player.

You could make CC stronger and/or lower early game defensive possibilities (items, runes, masteries) so it is easier to outright kill targets with less firepower. These would also fundamentally change how LoL plays and would make it much more akin to DotA and HoN where heroes die in single CCs and early game nuke damage. But is this fun for the average player and specifically for the League of Legends playerbase? I would venture on to say no.

We could remove Flash, but that has its own can of worms both in terms of removing potential offensive uses of Flash and in terms of balance concerns for champions who innately have a blink.

We could increase hero kill rewards and lower minion rewards, but does that not return us back to the 5 man roaming meta where no one lanes and people that do get mass ganked? Is that fun?

I would like to hear your thoughts on what other possible solutions we could implement that would solve this problem more cleanly. I'm all open ears.

http://www.leagueoflegends.com/board/showthread.php?p=9567501#post9567501


Basically, the Design Teams wants there to be more action, especially in the laning phases and also less things like people facing off at baron only warding and ward sniping. But they also don't want to negatively impact the rest of the game at the same time.

Do note that Dreamhack will be played on a finalised patch so it doesn't necessarily mean huge meta changes before then. Although there still will be a patch before then.

I've said this before, but IMO "passive laning phase" is just a buzzword that Riot uses to make people think they're doing something. The term itself is ambiguous, because "the laning phase is too passive" could mean one of two things:

1) There aren't enough ganks/fights over map objectives in the early phases of the game.

2) There's not enough action in lane--poking, trades, etc. and laning is too much of a farm-fest.

The problem is that these are two disparate things with sometimes opposing aims. Strong junglers and roamers increase teams' ability to contest buffs and neutral objectives (Dragon) in the early phases of the game, but also make lanes more dangerous, due to the gank threat. By contrast, strong escape skills, map vision tools, and summoner skills like Flash increase safety in lane, and thereby also allow people to play more aggressive and fight, rather than playing safe and passive. They also make it harder for junglers and roamers to approach early objectives due to easy access to vision over those areas.

Riot has used both of these aims as reasoning behind patch changes before. Either they don't realize that they're opposing aims, or they know it and are just using it to delude people into thinking that they're making meaningful changes to the game when in reality they're making changes across patches with opposing goals (and hence not accomplishing anything).
Moderator
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
June 03 2011 20:26 GMT
#16379
Smash's 2 cents: CV needs a longer CD.
mogwaismusings.wordpress.com
Yiruru
Profile Blog Joined January 2009
Canada690 Posts
June 03 2011 20:28 GMT
#16380
Yiruru's 2 cents: Whoever has CV automatically has full vision of whoever has Smite on the other team for the whole game

Prev 1 817 818 819 820 821 1152 Next
Please log in or register to reply.
Live Events Refresh
IPSL
16:00
Ro16 Group B
Bonyth vs Napoleon
G5 vs JDConan
Airneanach47
Liquipedia
Showmatch
15:00
Shopify Rebellion Sunday
Scarlett vs NicoractLIVE!
Reynor vs ByuN
Harstem374
LamboSC2228
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ByuN 455
Harstem 329
Railgan 103
elazer 97
BRAT_OK 43
LamboSC2 0
StarCraft: Brood War
Sea 6226
firebathero 178
Movie 111
ToSsGirL 94
Dewaltoss 89
Hyun 63
Aegong 44
Rock 27
yabsab 16
IntoTheRainbow 14
[ Show more ]
Shine 11
EG.Machine 10
Dota 2
Gorgc7671
qojqva1494
LuMiX1
Counter-Strike
pashabiceps1925
Heroes of the Storm
MindelVK11
Other Games
Grubby24369
singsing2536
Liquid`RaSZi1467
Beastyqt1048
B2W.Neo782
ceh9732
FrodaN685
KnowMe327
Hui .253
QueenE172
crisheroes147
monkeys_forever121
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 103
• Reevou 3
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 28
• blackmanpl 19
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota294
League of Legends
• Nemesis2547
Other Games
• Shiphtur238
• WagamamaTV228
Upcoming Events
BSL
2h 11m
OyAji vs JDConan
DragOn vs TBD
OSC
7h 11m
Replay Cast
16h 11m
Monday Night Weeklies
23h 11m
Replay Cast
1d 7h
The PondCast
1d 17h
Kung Fu Cup
1d 18h
GSL
2 days
Replay Cast
3 days
GSL
3 days
[ Show More ]
WardiTV Spring Champion…
3 days
Replay Cast
4 days
Sparkling Tuna Cup
4 days
WardiTV Spring Champion…
4 days
Replay Cast
5 days
RSL Revival
5 days
Classic vs SHIN
Rogue vs Bunny
BSL
6 days
Replay Cast
6 days
Afreeca Starleague
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Escore Tournament S2: W7
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.