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UFC 6 stat change and move changes recommendations to improve fighter likeness.
I have appreciated what you have done so far regarding listening to the community. A few possible changes I would make to help make fighters more accurate to their real life selves and reflect what their real life skills are as you said if yourselves every fighter should be in their prime and be the best version of themselves possible. Charles Olivera: increase blocking slightly, nerf his takedown defence whilst slightly buffing his takedown stat and please increase bottom control to 98/99 as he is one of the best fighters from bottom in real life, also buff Charles’s overall grappling a little as he should be one of the best grapplers in the game and his wrestling has improved a lot over the last few years, also I think it would be best if you could increase his levels of his different submissions as he has shown the ability to submit anyone from almost any position, please make most of his submissions levels 5 star ilia: increase illia’s punch speed and power as well as increase his grappling slightly. also give him 5 star boxing combos as he is objectively one of the best boxers in the ufc as seen in his max and volk fight, also please make illia’s body hooks 5 star and please make his head hooks, rear uppercut and rear overhand heavy strikes to make him more accurate to his real life self as he puts his whole body weight into his power punches. Paddy pimblett. increase paddy’s overall stats as his grappling stats and durability stats are not as good as they should be. Jon jones: give him slightly better takedowns and top control and he is one of the best grapplers in the heavier weight classes further evidenced by the fact that he was able to out wrestle daniel Cormier as well as most of his opponents in his prime. and give him a 5 star spinning elbow instead of back fist as it is more accurate to his real life counterpart, also please make his rear body knee heavy as he has nasty knees to the body in real life. Carlos prates: give Carlos prates a boost in his overall striking and durability, also give him a spinning elbow as he has a knockout with one bit his character does not have it. Petr yan: increase his blocking and most importantly his grappling as his grappling is not as good as it should be as he out grappled merab in their rematch. Cyril gane: buff Cyril gane’s punch speed and head movement as he is the best striker at heavyweight and one of the fastest heavyweight fighters. gilbert burns: please buff Gilbert burns’s overall stats as he was once a title challenger so he should be better than a 4 star fighter. dustin Poirier: please buff Dustin’s durability as he was very hard to knockout on his prime. Kamaru usman: increase his punch power, takedowns and top control. Micheal morales: increase Micheal morales overall stats. Arman Tsarukyan: please increase Armans takedown stat and ground striking as he has some of the best ground and pound in the ufc. if you have read this and consider this I would be very grateful, as this posts goal is to show how you could make fighters stats represent their prime and true ability more and it could persuade players to choose a bigger variety of fighters. thank you for listening to the community and I hope you continue to do so in the future.unstoppableno32 days agoRising Newcomer179Views0likes1CommentCareer Mode Regressions – Weight Classes, Rematches & Locked Content
I’ve been playing EA Sports games for many years across multiple sports, and a solid Career Mode has always been the foundation. While everyone understands Career Mode doesn’t usually get massive overhauls, the clear expectation has always been that new versions would add features or at least keep existing ones — not remove them and make the experience worse. In UFC 6 this is exactly what has happened, and I genuinely feel like I’ve been robbed of my money. Main issues: Weight Class Progression (major regression) Fans have been asking for years for the ability to cleanly move up through three weight classes, as this happens constantly in real fighters’ careers. Not only does UFC 6 still not allow this, it actually took away the ability to properly fight in two weight classes. After becoming double champion you are forced straight back to your original division with no option to stay. Why would you remove this? It’s ridiculous. Same fighter offered back-to-back I had to defend my world title and was then immediately offered the exact same fighter for the BMF title (or risk losing it). This would never happen in the real UFC and should be an easy fix in 2026. The constant recycling of the same opponents is one of the most frustrating parts of Career Mode. Severe reduction in free moves, emotes and clothing + rotating daily store In previous games there was always a reasonable selection of expert moves and unique items available, with the rest on the store. In UFC 6 the base game selection has been cut dramatically (only around 5–6 emotes total from what I can see). On top of that, the new rotating daily store means you can’t even choose what you want and work towards buying or unlocking it. This is a clear downgrade. Overall, removing wanted features and making Career Mode worse instead of better feels like a betrayal of the long-standing understanding between EA Sports and its players. Career Mode is the reason many of us buy these games every cycle. When you take features away and force us into the same repetitive fights, it doesn’t feel like a new product — it feels like a step backwards that we paid full price for. Please fix the weight class system, stop the same-fighter spam, and restore proper access to moves/emotes/clothing. Thank you.8Views0likes0CommentsUFC 6 needs smoother between-round scenes and better instant replays
One presentation issue UFC 6 needs to improve is the way the game handles the breaks between rounds and the instant replays at the end of fights. The transitions between rounds currently feel extremely glitchy and disconnected. Instead of making the fight feel like one continuous broadcast, the camera cuts, animations, and screens can feel awkward and unfinished. It interrupts the flow of the fight and prevents the game from looking as polished and presentable as it could. The time between rounds should feel like part of the actual fight. Show both fighters returning to their corners, the cutmen working, the coaches giving instructions, damage being examined, and short highlights from the previous round. The transitions between those moments should be smooth instead of feeling like the game is jumping between unrelated scenes. The presentation could also display useful information during the break, such as significant strikes, takedowns, control time, health events, stamina usage, or which fighter appears to be winning the round. That would add immersion without making the break excessively long. I have previously suggested adding a pre-fight scouting rundown that shows the opponent’s fighting style, record, tendencies, physical measurements, Flow State, and strongest attributes. Improving the between-round presentation and post-fight replays would complete that same broadcast-style experience. The game should properly introduce the matchup, present the fight smoothly, and then give the finish the replay it deserves. The instant-replay system especially needs a major upgrade. The replays at the end of fights feel weak this year and often fail to capture what actually made the knockout or TKO impressive. EA already has impressive replay presentation in games like EA Sports FC. A Hypermotion-style replay system for UFC 6 could look incredible. After a finish, the game could replay the final sequence using dynamic camera angles, slow motion, impact-focused shots, and different perspectives around the cage. Instead of only showing the final strike, it could replay the final five to ten seconds and show the entire sequence that created the finish. For example, it could show the jab that broke the guard, the body shot that lowered the hands, and then the head kick or hook that ended the fight. The replay could even identify the major strikes in the finishing sequence and show information such as the strike type, impact location, damage, or timing. It should make the finish feel important rather than immediately rushing everyone back to a menu. These upgraded replays would also make UFC 6 far more shareable. Players could save the replay and upload a clean, cinematic clip to TikTok, Instagram Reels, YouTube Shorts, or other platforms. Those clips would make the game look incredible online while also giving players more reason to share their best knockouts. The fight itself may be the most important part of the game, but presentation matters too. Smooth between-round scenes and cinematic post-fight replays would make every matchup feel more complete, immersive, exciting, and worthy of being shared. "Here for the community, one with the community If y'all like my UFC suggestions and y'all wanna find more of this exquisite game, the name is Big Z Follow me at (instagram: @ztp.btl) and remember, stay striking n fightin, BIG Z DA BEST NOT LIKE DA REST 💤😎"9gnj3658gia92 days agoSeasoned Rookie7Views0likes0CommentsOverhaul Grappling!
The grappling isn’t skill-based and this is very obvious in the higher divisions- when both people know how to play the mini game, it automatically allows the person with higher ground stats to win the round (bare minimum). It’s a glorified version of guitar hero, where you just have to click the right input at the right time- there’s not any “mind-games” to be played in the higher divisions to where, even if you have worse grappling stats, you can still pull off a win- unlike the standup (which needs it’s own fixes - but that’s a different discussion). Failed takedown attempts should also cost more stamina - someone attempting 10+ takedowns a round should have a significant hit to their stamina by the end of 2nd round, bare minimum. As of right now, the game rewards spamming takedowns, strikes, and dodging- a clear fix to all of these problems is to make each one of them cost a bit more stamina. There is no incentive to playing with different play-styles in this UFC. I’ve played for over 10 years and have decided this is the last UFC title I’m buying until there’s a complete rework.SumoSword2 days agoSeasoned Novice8Views1like0CommentsUFC 6 Balance Feedback: The Game Still Rewards Spam Over Skill
I've spent a lot of time playing UFC 6, and while the recent stamina changes are a step in the right direction, the game still rewards spam far more than technical fighting. 1. Blocking takedowns barely costs stamina. There is almost no stamina penalty for repeatedly attempting takedowns that get defended. For example, Islam Makhachev can attempt around 18 takedowns in a single round, have 15 of them defended, and still finish the round with about 85% stamina. Failed takedowns should be much more exhausting. 2. Body shots don't drain enough permanent stamina. There is almost no reason to attack the body. Body punches barely reduce permanent stamina. They don't consistently cause body stuns. Throwing body punches carries significant risk but offers very little reward. Ironically, body kicks are already extremely powerful, while boxing to the body feels almost useless. 3. Some fighters are clearly overtuned. Conor McGregor, Ilia Topuria, Max Holloway, and Sean O'Malley feel significantly stronger than the rest of their divisions. Their speed, pressure, and overall effectiveness make them far too dominant. 4. Head movement (especially leaning back) is still far too strong. The game is starting to resemble UFC 5 again. Players simply throw a rear hand, lean back, and immediately spam uppercuts over and over. This is not something you see in real UFC fights. More importantly, all head movement options are too safe. Successfully slipping a strike is extremely rewarding because the counter damage is so high, especially with uppercuts. On the other hand, missing or mistiming a slip isn't punished enough. The risk-to-reward ratio is completely off. Head movement should remain a high-skill mechanic, but failed or mistimed slips should leave the defender much more vulnerable and lead to significantly higher damage when they make a mistake. 5. Stamina improvements are not enough. The latest update helped, but only slightly. Instead of seeing endless 10-hit combinations, we now see endless 6-hit combinations. That is still unrealistic. Professional fighters don't throw 130+ significant strikes every round, and sometimes they don't even reach that number over an entire three-round fight. The pace of fights should be slower, stamina should matter much more, and players should be rewarded for making smart decisions instead of constantly throwing combinations. The game has great potential, but right now the meta still rewards pressure, spam, and unrealistic pace more than technical MMA.MaDCaT228132 days agoSeasoned Traveler189Views3likes4CommentsConstructive Feedback From an Offline Player
I’ve put a lot of time into UFC 6 (103Hrs), and honestly… this game just isn’t that fun. As someone who mainly plays offline, it feels like we got UFC 5 with improved striking instead of an actual sequel. The striking is definitely smoother, but outside of that, almost everything feels exactly the same. One of my biggest issues is the Create-A-Fighter system. The archetypes are still one of the worst additions EA has ever made to the series. They completely limit creativity. I don’t understand why offline CAFs have to be restricted because of online balance. If balance is the concern, separate offline and online CAFs. Offline players should be able to create fighters however they want. Let us customize our own movesets, choose our own perks, and build fighters around different styles. Real UFC fighters all have unique weapons and specialties, so giving players the freedom to create unique fighters actually adds realism, depth, and replayability. Right now, most CAFs end up feeling like slightly different versions of the same archetypes. Career Mode is another area that desperately needs attention. It becomes repetitive way too quickly. Fighters are still competing into their late 40s and 50s. You get offered the same opponents 2-4 times throughout your career. The overall progression feels almost identical every single playthrough. There’s very little immersion outside of the fights themselves. Go back and look at UFC Undisputed 3. A game that came out over a decade ago had weigh-ins, different training camps, better presentations, proper fighter introductions, and an atmosphere that made every fight feel important. Why are we moving backwards? Another issue is the gameplay itself. Why does it take 4-7 knockdowns just to finally get a knockout? If I land multiple clean head kicks and drop someone over and over, the fight shouldn’t keep resetting like nothing happened. The stun system doesn’t make much sense either. A fighter can get rocked by a huge shot and then immediately start slipping punches, throwing perfect combinations, and defending like they’re completely fresh. It takes away from the impact of landing big strikes. Ground-and-pound also needs serious work. Finishing fights on the ground doesn’t feel nearly as satisfying or dangerous as it should. The frustrating part is that the potential is there. The improved striking proves the developers can make meaningful changes. But everywhere else, UFC 6 feels far too similar to UFC 5. This isn’t about wanting an arcade game. It’s actually the opposite. A lot of us who primarily play offline want more realism, more immersion, and more player freedom. We want Career Mode to feel alive again. We want CAF customization that lets us create unique fighters instead of being forced into preset templates. We want the presentation, atmosphere, and attention to detail that older UFC games delivered years ago. If more effort had gone into evolving the entire experience instead of mostly updating the striking, I genuinely think UFC 6 would’ve been a much stronger game. This feedback is entirely about the offline experience. Online balance matters, but it shouldn’t limit what offline players are allowed to do. Edit: This got marked as spam, not sure why I can’t express something this big. EA_MakoEA_EduEA_KentEA_VendceraEA_David24Views1like2CommentsNerf body spam, Stam, and retreat speed.
All are considerably too high. Most fights are ppl retreating looking for a body stun then five unblocked strikes in a row leading to health events or rocks. Literally all this game has become. Plus hurry up and patch this. I'm going to post this daily until I see some movement.JKExp863 days agoRising Rookie8Views0likes0CommentsPlease add Egypt
I’m very very sad , I’m paying evrey ufc games since 2019 and I never found the Egyptian nationality in the career mode , every new ufc game I wait to see the Egyptian nationality but I never found it , please the people of Egypt deserve to have there nationality in the game because they love ufc , thank you so much.6Views1like0Comments- B81d61233 days agoRising Newcomer8Views1like0Comments
game is so slow now cs of complaints
People are genuinely thinking a VIDEO GAME is gonna favor technical fighting over “spam” mind you these are the same people complaining that head movement is overpowered, countering spam was always the easiest thing ever you could shoot a takedown, manage distance and keep moving but no. They only complained and the game used to be so fun to actually play because it was fast and inputs felt instant, now if you dont have fighter uniqueness your so cooked because the game is SO SLOW now and just unenjoyable to play. The community cant grasp the concept that this is a new game different from ufc 5 that you need to ADAPT to the different play style and “spam” so now inputs are so delayed punches are genuinely so slow now to the point yes, head movement is overpowered now because if your for example forest griffin against jiri in the daily contracts its so hard because not only is the input reading not fair, hes 10x faster. EA please bring back the speed i just cant grasp that the community genuinely thinks your supposed to be playing a chess match so now they nerfed everything into the ground about speed. its a video game thats not even close to enjoyable anymore, on release it was perfect but dudes couldnt handle change in a whole different game. thanks community now u ruined the game i hope you enjoy your chess match ranked games that take 2 seconds for a punch to be thrown cus thats clearly what you wanted right? now everybody else doesnt like the game cus its so drastically slow.darthdavid_08124 days agoRising Novice23Views1like1CommentGuys with bad connection still winning the fight in 2026
I can’t believe that in 2026 it still hard to fix this, the guys who played with awful connection bitting me as a kid, today I played one fight more than 20 minutes, when total fight need to take maximum 15 minutes, it’s “amazing”, we are paying more than 100$ just to lose the fight with the guy who can’t connect better internet😂 EA SPORTS you are “amazing” to take the money from us, but awful to fix the issue which you know how to fix with your money. THANKS A LOT, I’m joking about the thanks, I’m mansion it because I’m not sure that you will understand that, that was a sarcastic thanksArm__010954 days agoNewcomer14Views0likes1CommentUFC 6 Balance Is Becoming a Spam Simulator
Hi After spending a lot of time playing UFC 6, I've noticed several gameplay issues that I think hurt the overall experience. I hope you'll consider reviewing them. 1)Long combinations (5+ strikes) aren't punished enough. They don't slow down with each consecutive strike, the stamina cost is too low, and the risk of throwing long combos is minimal. 2)There is almost no reason to throw single strikes or short 2–3 strike combinations because they barely affect permanent health. This encourages constant combo spam instead of technical fighting. It would be great if the balance rewarded more calculated striking. 3)Failed takedowns should cost much more stamina. Right now the stamina penalty is almost nonexistent, so any fighter can spam takedowns like Merab without any real consequences. 4)Uppercuts are too fast and too powerful. This is probably the most frustrating part of the game. Please consider reducing their speed. 5)High kicks are also unrealistically fast and could use a slight speed reduction. 6)When blocking and using the lean-back (up) defense, the first body shot doesn't seem to cause a body stun. This feels inconsistent and may be a bug. 7)Stamina should play a much bigger role in fights. Slowing the pace down a bit would make fights feel more tactical instead of turning into nonstop chaos. 8)Conor McGregor feels significantly overpowered. His movement speed is unrealistically high compared to the rest of the roster. 9)Counter damage after slips is too high, especially uppercuts. Slip uppercuts deal far too much damage and are overly rewarding. Please consider lowering their damage. I really enjoy the game, but these issues make online fights feel much more like spam than technical MMA. I hope you'll consider adjusting the balance in a future update.MaDCaT228134 days agoSeasoned Traveler204Views1like4CommentsRetreat speed needs a nerf.
Retreat speed needs nerfed. Ppl just run and try to hit an run their way to a decision. Very boring. Even when you stop and taunt they won't come forward. This needs punished with a loss of grapple advantage and it should negatively effect their score card when they spend more time holding block moving away at light speed it's crazy. Holding block should drastically slow you down. Also pull counters need a nerf as well. It's been the meta for 6 games. It's time to make it to where it's not an instant rock. That needs to be a bit more in relation to who is doing the counter. Like if Derrick lewis does it, then yes. If henry cejuduo does it no.JKExp864 days agoRising Rookie25Views0likes2CommentsPuerto Rico, Panama, Costa Rica, Pinellas County FL cities
There's no Puerto Rico and Costa Rica and Panama or Pinellas County, Florida cities such as Clearwater, Largo, St. Petersburg in the game as a hometown in CAF mode, that really bothers me for some years now...Can you guys add these?juanitosnake3055 days agoRising Newcomer6Views0likes0CommentsBRING BACK STRIKING SPEED
The game in the first 1-2 weeks was perfect. There obviously was some glitches but the striking speed was perfect and what all the fans wanted. Now since the update it feels like every other UFC game, especially UFC 5. The game was more enjoyable when the striking was somewhat fast, now fast paced strikers such as Holloway, feel like they’re in slow-motion. This game isn’t enjoyable anymore and it’s frustrating that the other fans in the forum and me have to complain about the speed. It’s frustrating that we also spent €80 for a game that would be ruined in the first month.ItsTTVScythe5 days agoRising Novice92Views4likes3CommentsRoster is a mess
Unlike many players, I actually love the game itself. My only complaint is that you removed the ability to adjust damage, submission speed, etc., for the blue and red corners. However, what I find truly bothersome—and unworthy of a company like yours—is the lack of care put into the roster. Many fighters aren't up to date and have ridiculous body proportions (giant heads). After certain updates, fighters end up looking huge (like Poirier) or tiny, and tattoos sometimes disappear. Finally, you removed 60 fighters only to add 12. Just looking at the men's divisions, at least 30 top-15 ranked fighters and universally beloved legends are missing. To me, these flaws make the game feel like an unfinished, amateurish product; it’s a shame you didn't put in the effort to get it right.shureido216 days agoSeasoned Traveler17Views1like0CommentsUFC 6 General Fixes
Alright, the game has released and there are enough consistent complaints floating around here, the EA Forums, and the subreddit that it makes sense to compile them in one place. The striking improvements are genuinely the best the series has had. Fighter differentiation is real this time in ways it hasn't been before, the parry system has teeth, and body work actually matters now. That stuff deserves credit. But there's a legitimate list of bugs and balance issues that need addressing before this cycle ends, so here it is organized by category. If the devs are reading, hopefully this saves time sorting through fifty individual threads. Controls and Input There are actually two separate controller issues getting conflated in a lot of threads so it's worth separating them. The first is that there's no dedicated layout toggle for switch versus orthodox stance assignments. Players who fight southpaw or who switch regularly need a specific option that maps lead and rear hand commands to a consistent layout regardless of stance. The second is that there IS a setting meant to keep lead and rear hand inputs orthodox regardless of stance and it is simply bugged. Right now this new feature isn't available online. It doesn't do what it says. The inputs swap when you switch stances anyway. Multiple people have reported this and it needs a proper fix, not a workaround. On top of both of those, a chunk of the community wants legacy control toggles back. Specifically an option to revert to the UFC 5 body and leg kick input layout and the older button combo for spinning attacks. Not everyone wants to relearn muscle memory they've had baked in for years. Give people the option and let them choose. Leg Damage and Stance Switching This has been a complaint across multiple games now and it still isn't fixed. Landing leg kicks and building damage does nothing if the opponent can switch stances and immediately stop limping. Leg damage should persist through stance switches because the damage happened to the leg, not the stance. It's a small thing but it breaks immersion and removes real strategic value from committing to leg targeting across three rounds. Clinch Strikes Clinch strikes are still inconsistent. There are situations where an opponent blocks low, the strike should land, and the game fires an auto-escape instead. It's been reported in multiple threads and it's not a fringe case. It happens often enough that people are actively avoiding clinch work in competitive play because the outcomes feel random. That's a real problem for a system that's supposed to reward positional control. Grappling and Ground Game Referees in real MMA almost never stand fighters up from back control. It's one of the most dominant positions in the sport and refs give it extended time because there's legitimate danger to the bottom fighter at all times. The game's stand-up timer for back sitting is noticeably short compared to what would happen in an actual fight and the grappling community has been vocal about it. This is a pure value change. The cage seated position was the headline grappling addition for UFC 6. It needs to be a selectable starting position in Practice Mode. It should have been there at launch. Fighter-specific grappling also needs attention. Ken Shamrock should have leg locks available, especially from top full guard. That's his entire identity as a fighter and a pioneer of the sport and it's a glaring omission. Joshua Van's backpack position also needs to be in the game. Anyone who watched his RNC attempt against Tatsuro Taira knows that spot is as signature as it gets for him. These aren't requests for new mechanics across the board. They're asking for accuracy on specific fighters who are already in the game. Flow State Visuals and Hitsparks The Flow State mechanic itself is fine and most people understand the logic behind rewarding offensive momentum. The visual execution is where it falls apart for a big part of the player base. The black and white screen tint, the muffled audio, the impact effects during activation all make sim players feel like they've loaded into Tekken. There's a dedicated thread on the EA Forums with consistent support asking for a toggle to disable this. The mechanic can stay. The visual and audio presentation just needs to be something players can turn off in settings, especially in Simulation mode where it clashes the hardest. The hitspark effect is worth calling out separately because it's a different complaint from the Flow State visuals. The white flash on blocks and regular strikes during normal exchanges, not just during Flow State, is drawing a lot of heat from the sim crowd. A toggle for hitsparks independent of the Flow State settings would address both issues without touching the underlying mechanics. Venue Lighting + Sphere The venue lighting is a separate issue that's not getting talked about as much as it should. A lot of arenas in the game have a uniform blue tint that washes out the visual presentation and ignores how those venues actually look in real life. Each arena has its own lighting character and the game is flattening all of it into the same wash. It's a presentation thing but this series markets itself on realism and the venues are a big part of that. Plus Sphere Arena has been removed. Please add it back it was awesome. PS5 Performance This one is serious enough that it needs to be near the top of the priority list. There are widespread reports of severe frame drops, lag, and actual console overheating occurring in the Main Menu, the Gym, and the Create-A-Fighter screens. Not during gameplay. In the menus. That's not a minor optimization issue, that's something fundamentally wrong with how those screens are rendering and it needs urgent attention before it causes hardware problems for people. Online Issues The white screen crash is the biggest one. Matches load into an empty octagon or a white screen and force you to quit, which hands you a loss penalty in ranked. This has been known long enough now that it needs to be a priority fix. Getting penalized for a crash you had no part in causing is one of the worst experiences you can give players in a competitive mode. The ranked menu also has "Look for Opponent" buried instead of sitting at the top of the list. Small thing but it's unnecessary friction every single time someone finishes a match and wants to queue again. It should be the first option. Post-fight screen music cutting out when you return to the main lobby instead of carrying over is a minor audio thing but it comes up consistently enough to be worth mentioning. Roster The star rating system is getting roasted on the feedback board and honestly it's deserved. Fighters who aren't ranked are showing up as 4.5 stars while ranked contenders sit at 4. The 100-scale overall system every other EA Sports title uses is cleaner, communicates something meaningful, and is what the community is used to. Going back to it would be a straightforward win. There should be more 4 star and below fighers. Several fighters are locked to a single weight class when they competed in multiple in real life. Conor McGregor and Jon Jones are the names coming up the most. Even if it's cosmetic second-division access without creating separate roster slots, the community wants the history represented. The removal of PRIDE and Zuffa-era legends is also generating real frustration. Licensing may be driving some of it but the community deserves some clarity on what happened there rather than just noticing the absences. There are also meaningful gaps in the current ranked roster. Fighters who are active and ranked right now are missing and with how deep the sport's roster has gotten those gaps are more visible than they used to be.johnmangala6 days agoRising Traveler1.2KViews8likes3Comments
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