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KillerMain4Ever

KillerMain4Ever

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KillerMain4Ever
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  • @09SHARKBOSS said:

    i must get sent to all sorts of maps for me map does not matter for killer

    The idea is that it is per the killer not survivor streaks for instance, it is just another asymmetrical issue in theory, but it's something I hope to see addressed by BHVR

  • Cant wait for this to be fixed in a day while bitter murmur will stay broken for a year

  • @Vampwire said:

    I've always wondered how it would feel to have your matches posted by someone. What was it like when you saw it? Were you a survivor or killer, and how did the match turn out/feel to play?

    No, I morid spooknjukes on trapper but that was abt it

  • @Obelt said:

    https://twitter.com/TigerKirby215/status/1524149285880795136?s=20&t=L0ojv4kxsFEZwizy1qMaQw

    This is just sickening PLEASE DEVS just add a 3 sec cooldown to flashlights this wont harm any good players skill this will just stop macro users you can still use it quickly for saves or loops still but this is to save peoples lives that are being harmed by horrible people

    Need a photo sensitivity option fr

  • Thought it was just me

  • @Harold_Shipman said:

    Bhvr deciding to reveal David Kings sexuality at this stage now means I have another character I have to unlock all the perks on. Please let me trade in my Steve Harrington for a lvl 50 David King.

    This thread has just proven how quick ppl are to jump to conclusions, unintentionally

  • @YoshisWorld3 said:

    Like the title says how is your experience right now as Killer and or Survivor?

    Survivor: Killers didn't camp or tunnel but were way to high for my mmr imo. Weren't able to finish more than 2 Gens in every game and got killed very quick.

    Killer: Gens are flying as hell not a single chance to get more than 1 kill if I'm even able to get 1

    Sooo in conclusion: my experience is really bad for me right now on both sides... don't know what the problem is but yea.

    So guys what's your experience right now?

    I find 3 gens are almost done 3 minutes in, games are quick and it's a really fun time playing nurse bc everyone only holds w anymore

  • @gurbfeld said:

    I’m a PlayStation player who’s been playing this game for around a year now, and I can say I’ve been messaged like 4 or 5 times in that amount of time. How often do others get messages after a match and what kinda do you get?

    Too often

  • @KillerMain4Ever said:

    Exactly as the title says, PC is a functioning version of Dead by Daylight, I've had most of my console matches pretty much thrown out because of seconds of constant delays and lag spikes due to in game actions, and the unfortunate process was that I have all my progression on console, all my killers, all that money spent on inferior hardware that still has yet to be addressed, load time into a game can take 2-3 minutes whereas on PC i shouldnt take you more than a minute or two, and I've noticed picking up a downed survivor has more of an open window than on PC, making console killers more susceptible to flashlights, the difference of a couple seconds can be the difference between you winning versus you losing, and what's worse, console survivor has a window where u cant immediately start when spawn drops but I have seen survivors already moving about, I urge for there to be some sort of recognition into the performance issues of console, or hasten the process of cross-progression

    Closed??

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2926685#Comment_2926685

    No, I am saying the bugs are atrocious and need to be top priority

    Okay. Your response confused me because I asked if you'd have reacted the same regardless of the lore, and you said "No".

    thats literally the only context other than cant wait for ppl to whine that they were tunneled for this reason now, though-

    ah, there it is

    1) He was never confirmed to be straight, gay men have had straight relationships in the past and it's actually common. He isn't "suddenly rainbow".

    2) Refer to the sign

    https://us.v-cdn.net/6030815/uploads/SPYPMG0L1CD0/image.png

    3) It takes nothing away from the gameplay experience and only humanises the characters further. If one doesn't care about it then they would, of course, remain silent and continue to not care- however for some reason everyone that's said they don't care seem to manage to find objections to the inclusion, leading to the conclusion they do actually care.

    My objection is it's only pandering, and of little importance, the game is losing it's base badly and theyre caught up giving characters identities, and it shows in these forums, one of the top threads on here rn complaining abt the ongoing issues, BHVR themself have just been given an excellent opportunity to talk their base abt their issues yet theyre here responding to this thread and ignoring that one

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2926659#Comment_2926659

    so... youre saying that youre only saying that the lore team need a budget cut because they made a character gay even though this is the same amount of normal lore they'd release..?

    No, I am saying the bugs are atrocious and need to be top priority, thats literally the only context other than cant wait for ppl to whine that they were tunneled for this reason now, though, it isnt exactly something that's important to outright say a character, one that is already established for awhile, suddenly goes rainbow, and tbh it feels more like pandering like when they removed leatherface claudette skin, like he wasnt supposed to be evil, and it goes without saying that move was inheritently against what the character was, which was a maniac, but see even now that sort of thing isnt productive at all, all this lore regardless of what it's about yet no sight for the bugs ppl have been complaining about for a long time now, I dont find orientation above all else to work out, and i see it as nothing more than pandering to ppl who wanna feel included in a game abt being killed and killing ppl, most ppl dont care, i dont play Myers pretending like I want to stab massacre my whole city, it's literally a game, that, is plauged with bugs that need to be fixed

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2926646#Comment_2926646

    i really hope youd be saying the lore team deserves a budget cut no matter what lore we'd gotten this patch and not just because they revealed a character to be gay :sparkles:

    No, the bugs are really atrocious

  • Lore team needs a budget cut, need more budget into performance issues, infact, 100% budget allocation rn, too many bugs

  • @ImprobableCarny said:

    Firstly: I respect BHVR's efforts to include representation in the game and the reasoning behind ensuring their first character was free for everyone. So this isn't really a criticism so much as a broader question/discussion on the way these things are implemented in stories with unique narrative formats like Dead By Daylight.

    Normally, if a story lacks representation, it's glaring. The romance plotlines are all heterosexual. Everyone is presumed cisgender. There is an established norm to the world and the narrative that does not accommodate for us at all. With Dead By Daylight, I never felt that. Very, very few characters have any reference to established relationships. With the lack of a standard narrative (such as in a television show), where relationships would form and become expected over time, it simply has not come up - allowing fans to easily interpret almost anyone as LGBT+, without it conflicting at all with the canon as we know it. The cues that most narratives use to indicate a hetero-dominated world - the predictable lead male/female couple, discussions of exes or dating problems - are generally just not present in Dead By Daylight. Because of this, the standard of heterosexuality is not actually applied to the vast majority of characters in the game, killer and survivor, which is an incredibly unique situation to be in.

    So my concern with establishing David as THE first gay character is... have we retroactively designated the rest of the cast as straight, when the majority of them were not explicitly so to begin with? Are there plans to follow up with "reveals" on the orientations of everyone else, or will they remain ambiguous as they have so far? Though the announcement that David is gay was a great step for a lot of people, it has changed the expectations regarding character relationships and orientations, in a way where we can't exactly put the worms back in the can.

    Though I know there's a lot of things the devs cannot outright say, it would be cool if there was a bit of clarity on the intention here going forward. It's a tricky place to be in to be sure, because of course we want the representation to be explicit and not solely left to fan interpretation, but I worry that the vast potential for fan interpretation will suddenly become far more limited than it was before, if instead of everyone's orientation being unstated, we now have a precedent to say who is and who is not LGBT+, canonically.

    At the end of the day, it's a video game, and these characters aren't real. But I still feel like this is an interesting subject, as a gnc bi woman and a writer - how do we balance explicit representation with the (for many, liberating) sandbox of audience interpretation in a world with such a non-standard way of storytelling?

    Sidenote - I just want to say I love how many cosmetic options the game provides for gnc/masculine women, and it's great to feel I have multiple options in playing people who are like me. A lot of things do not provide that!

    How about a performance update, it doesnt need to be stated but these inclusions are of either killers or survivors, who get killed or kill ppl, not good ppl and also ppl who are tormented, not exactly the kind of thing you'd see is if we should care abt orientations at all, and will more than likely create threads where ppl whine that they were tunneled playing a gay character and think it's bc who they were playing, I dont need to know if Trapper likes men, Trapper kill

  • @dugman said:

    Just FYI they also did a massive ban wave last week. Not sure how many people it impacted but if only a few percent of people playing were cheating and got banned that would be a few percent of the concurrent players on average drop right there.

    Not enough, experienced a couple today

  • @KillerMain4Ever said:

    Just played a game where the entire time 1 person pressed W the entire go, couldnt even touch them at a short loop and they kept going shack to another pallet away, and they seemed too damn fast bc they would make ridiculous distance regardless of what I did

    I also tried mind games yet they always knew which way I was coming from

  • wait im confused

  • @KillerMain4Ever said:

    Dead Hard

    Activatable perk.

    You can take a beating. When injured, tap into your adrenaline and dash forward quickly to avoid damage.

    • After being hit by the killer Dead Hard will activate for 60 seconds.

    • Press the Active Ability button while running to dash forward.

    • During the dash, you avoid damage.

    • Causes the Exhausted status effect for 30 seconds. (Balancing towards the perk to not make it obsolete)

    • You do not recover from the Exhausted status effect while running.

    While active the following interactions will deactivate Dead hard:

    • Being downed

    • Being healed by yourself or others

    •Being Exhausted

    Thoughts?

  • @GannTM said:

    Alright so I came up with this idea from another game, but I feel like this can put the perk in a healthy spot without completely killing it. So basically, Valorant has a character named Jett where she has a dash ability that is pretty much a get out of jail free card in a bad situation without any planning ahead and it has caused a big unbalanced. In the next patch however, it’s about to get nerfed to where to use the ability, you first have to activate it and then you have 12 seconds to use it otherwise you lose the ability.

    I was thinking Dead Hard can have the same treatment. Basically, while injured, the perk isn’t activated while running until you press E to activate it. Once it is activated, then you can press E again within a X second window (it doesn’t have to be 12 seconds) to use the benefit of the perk. If you don’t use it in that window, you become exhausted.

    Well, I thought maybe they could make it to where dead hard activates after you're hit and you have a 60 second window to use it after being hit or else it deactivates, no stacks but reusable, should only work with health states, i.e get hooked it deactivates, bt shouldnt count towards this as a health state, getting knocked down also should deactivate it

  • @agonizing said:

    The timer starts to go down as soon as you spawn in. Not when you have control of your killer, it starts the timer before you even have the ability to move so you actually lose about 1.5-2 seconds on the timer.

    Then to make it worse, half the time you spawn staring at the corner of the map!

    Similar to this, bbq and chili is pretty much useless on console due to lag when actions like hooking some happen

  • @CajunStirfry said:

    I think it just depends. If you tunneled and camped, then I think yes. If you won fair-and-square, no way.

    No not really, I just downed everyone pretty much

  • @Pulsar said:

    You shouldn't stoop to their level.

    True, tho they were asking for it when they all hovered around me as well

  • Wait a minute, were u the person who brought flashies last second??

  • *Laughs in lightborn and blood echo

  • @Shaped said:

    During some actions/perks yeah.

    The surv is ok now compared to dark times but playing some killers is painful because freezes during their powers can cost you a game.

    Exactly my thing regarding lag spikes, most times it gives uber windows for distance between the killer and survivors that just results in systemic failure

  • @geovana_manguette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2860053#Comment_2860053

    This outrageous horseshit began in 4Chan when some child thought it was funny to troll and let people believe that Bubba's Smartface mask is racist. Same thing when they made the OK Sign an act of racism because the sign resembles 'White Power' and this gesture was also removed from Call of Duty Warzone because of that.

    Lol 4Chan bugging, but they honestly know what makes ppl tick

  • @GuyFawx said:

    https://forum.deadbydaylight.com/en/discussion/comment/2860045#Comment_2860045

    All I was trying to say is that any change or "fix" would simply add more fuel to the fire I apologize if that was not made clear

    I was mainly referring to your 1st part of that statement

  • @IronKnight55 said:

    I'm going to assume you're not being serious. If you are... 😐

    No, we should totally do it, itll be funny to watch, imagine

  • Ok so that's an absolute joke then, ppl are that offended over a murderous serial killer wearing a mask made from his victims??

  • @Barbarossa2020 said:

    Tea bagging is fine, Children need a way to express themselves.

    Some of them struggle with finger painting and mud pies so they have to have other outlets.

    True, could never quite make the perfect finger paintings, i was always a germaphobe

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/315099/idea-to-stop-tbagging

    Eh.

    Teabagging is...whatever. It's basically just a signal to me that you're going to die that game, even if it means everyone else gets away.

    Flashlight macros are what needs a look.

    That said, the answer to me is to add some sort of positive sportsmanship reward, probably tied to the 'thumbs up' thing in postgame.

    Honestly, gm in dbd are soo underrated

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/315100/free-shards

    No they removed all of the Survivor face skins and gave everyone who played Leatherface shards for the trouble.

    OHHHH, no more claudface? rip, killer now good everyone

    @geovana_manguette said:

    https://forum.deadbydaylight.com/en/discussion/315100/free-shards

    They removed it because people think that one particular mask is 'racist'. This world is getting worse by the minute.


  • @GuyFawx said:

    Why play any game online if your fragile sensibilities get triggered so easily. Now please dont take what I am saying as a condemnation its just that when you typically restrict things based on the actions of a few you only exacerbate the issue further. Sure its bad manners to do it but one does not need to stand watching it happen just force them out the gate and move on.

    Clearly you must have forgotten the part where i implied a fantasy murder video game about sacrificing people on hooks for a lovecraftian overlord entity should be more realistic mustve went over your head, I just want it to degradate the people in question a little harder by essentially limiting it's overall capabilities, although honestly they are doing fine by themselves with their little circus dancing

  • @Predated said:

    So, I have been trying to make sense of it, the potential reasoning behind it, and while some people have been like "yeah, it makes some sense", I dont think the analogy is even close to being correct. The only part that I think is correct is that "the person with the most goals wins" aka, 3 kills or 3 escapes is a win. But does that mean that the losing hockey team was less skilled? Does that mean that every player on the winning team was more skilled than their opponent? Because that's what SBMM was made for, creating a somewhat seperation between skilled players.

    After a hockey match, the value of a player on the losing team can increase twice as much as any player on the winning team. The value of a player is something that I would consider closer to being comparable to SBMM than the amounts of time that player has been on a winning team. Especially if teams are practically randomized each time. Their value increases on their skill portrayed in the game.

    So, my analogy with hockey here is that SBMM should represent the value of a player.

    To break it down even further:

    Kills and escapes is comparable to the timer of a game. The game doesnt end untill the timer is over in hockey, and in dbd the time doesnt end untill everyone either escaped or got killed. In DBD this has a bit more meaning, but IMO, they should be MMR multipliers: Killers could start out with a 0.75x multiplier on their mmr with each kill adding 0.25 and hatch being closed while the remaining survivor is injured/healthy also adding 0.25. Survivors having a team-based multiplier makes it a bit hard since people leave, so for survivors it would be a gen-based multiplier, where they start out with a 0.5x multiplier, each finished generator adding a 0.2 and a gate escape adding 0.5, and opening a hatch adds 0.25(would remove the 0.25 from the killer's mmr).

    I think treating the kills and escapes as a multiplier, and treating SBMM as the value that people would want to "buy" a player to have on their team would help improve the situation a lot.

    Now we have a matchmaking that would work really well for a tournament setting, but you cant really have a tournament if your team is randomized every game, let alone that you face the same opponent 3 matches in a row.

    So please, use the tournament MMR you created for a gamemode where everyone knows to play for a tournament. Dont pretend it's a representation of skill when it can easily do the opposite.

    But what would the goals be?

    Well, for survivors, it would be based on the average chasetime against that killer. If the average chase time against a wraith is 3 seconds because of his ability, and you last 8 seconds on average, that should gain you mmr. If the average chasetime against a Myers is 2 minutes and your average chase was 40 seconds, that should lose you mmr. Having low chasetime would be bad for your MMR and discourage people from mindlessly sitting on gens and hiding all the time.

    Same could be said for killers, but slightly different because otherwise some killers can cheese it(looking at you stealth killers), the average time between hooks, starting from the first hook, ending with the last hook. If the average time is higher than the same killers in your bracket, you lose mmr, if its lower, you gain mmr. But the most important part: it doesnt count hooks, you could hook 5 people in a row, then kill everyone with Devour Hope and gain more MMR than someone who has been chasing someone for 70 seconds. gets a hook with Pain resonance and Ruin and then gets another hook after another 70 seconds and gain 12 hooks that way, let alone times when survivors suicide on hook.

    Yeah, the chance exists that all players will increase their MMR this way, but that chance is quite low. Just as the chance is quite low for all hockey players to increase their value. This would at least remove cheesing MMR a lot.

    Right now, survivors can cheese by basically locker camping next to one of the exit gates, some killers(looking at you bubs and afk pigs) can cheese mmr by facecamping or basically forcing a survivor to die without the survivor being capable of preventing their demise in any way. With my suggestion, MMR is heavily based on the 1v1 interaction between players, where arguably "most" of the skill takes place. It completely removes facecamping from the equation unless every single killer facecamps. It gives a soft MMR cap on the high and low end because at one point, YOU are the average player of your mmr bracket.

    Does it fix all the problems? No, but at least players cannot be carried to a higher mmr by perks, addons or better teammates. Sure, some of them can make it a bit easier in general, but slapping on Alchemist Ring on Blight wont really reduce your time between hooks significantly. You might down survivors faster than without, but without strategic skill, that means nothing unless survivors constantly run in your face.

    I am not 100% sure if the type of killer should matter, basically meaning if Clowns are compared to Clowns and facing clowns means other survivors facing Clowns, or just in general, because both have their own up and down sides.

    Now, why make this a discussion rather than a suggestion? Because I want people to tear this one apart, find all the issues that I cannot see myself or am too biased to admit to to basically give the devs all the information they need to define what players count as skill. To reduce as much time necessary for the devs, and thus reduce cost from BHVR. It's understandable that BHVR wouldnt want to give the dev team a budget to work on MMR as there currently is a system that is at play even though is obviously being taken advantage of by some and pushing away others. Yeah, you cant argue that players will leave a game regardless, but you also cannot argue that the playercount has dropped significantly harder since the release of SBMM, and even the combined effort of Pinhead and Sadako couldnt bring back the players. There is a financial gain for BHVR executives to open up a budget to improve a system that is more hated than the old system. And when people start preferring the old system, there are some glaring issues.

    I win when they tbag bc they have an inferiority complex and are projecting it through a pathetic little dance

  • @tippy2k2 said:

    The devs said with the new animations (when they were re-doing them a year or so ago) that they were making sure Tbagging looked and felt good

    The devs have made it very clear their stance on TBagging.

    I knew it,the devs are clearly siding with killers! Those [Good Word]!!

  • @StarLost said:

    This is something that I often wonder.

    When I play killer, unless the enemy team is really cocky and BM, I generally feel bad 4king - especially if it's been a good game and they just got unlucky with a potato, a DCer or a single misplay that turns into 3 downs (seriously people, stop trying to sabo so much! It tends to lose you the game).

    I'll often let the last survivor go, or sometimes even a duo. This has become even more common since I've started playing survivor more regularly.

    Anyone else think like this?

    Depends on much they squirm

  • @DoritoHead said:

    I don't see a reason not to, honestly. Sadly there are still other ways to bm

    Always, bming is an inevitable part of life, I just wonder why it's split between survivor and killer and their own forms of bming, personally im into the concept of justice, especially karma

  • True

    @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2860009#Comment_2860009

    I mean I understand but of all the issues in dbd, I feel teabagging isn't one of them.

    but it'd be a funny if they did

  • @DoritoHead said:

    Or, we can stop pretending that the community is divided into Us vs. Them and just treat everyone as being a part of the Dbd community as a whole.

    No "DoritoHead"

  • @Tr1nity said:

    what

    make crouching realistic, which in turn makes tbagging harder and pettier

  • @Mandy said:

    As part of the ongoing forum plans, I'd love to find information on why you come back to the forum?

    Votes are anonymous, nobody will see which way you vote.

    Please feel free to leave any other reasons in the comments section below, I'm interested to see people's reasonings.

    Where's the option where I purposely spread misinformation online?

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534442#Comment_2534442

    Killers get enough points.

    I get an average of 25k to 32k BP as Killer, with BBQ and a cake that's at least 75k.

    As survivor, I'm lucky to get 20k, and lucky to get 2 stacks of WGLF, and depleted the last of my cakes almost the instant the anniversary ended.

    When's the anniversary next?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534427#Comment_2534427

    I'm ignoring a lot of this thread if I'm being perfectly honest and only replying to this one point.

    If you really want my input I don't think your idea is great. It'd be a bandaid fix to help temporarily encourage people to face these teams in exchange for virtual points which can get them like, 3 more brown add-ons how exciting.

    I'd much rather they focus on balancing these teams vs solo teams much quicker than implement this syetem and use any amount of resources on it, delaying the actual fix. No offence.

    Well we all have our own way of seeing things, I don't believe we should have anything like comms removed but it's contradictory to their tos regardless of an exception, infant it being an exception is what makes it contradictory but regardless idrc either way I'm more of a grinder who wants to get to the top but grinding bp is absolutely abysmal in the current game as killer/ solo survivor, sure there's dailies and other ways to earn bp but just a little extra goes a long way for your player majority

  • @FellowKillerMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2533599#Comment_2533599

    The devs have stated they don't have a problem with them, though.

    Yes, ik just asking for more bp

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534415#Comment_2534415

    Nah not missing any point, just tired of repeating the same old arguments week after week.

    Voice comms is not a guaranteed advantage, communication is a skill in itself and I do way better solo than I do with my friends in voice chat.

    You all just need to stop crying when you lose a game and blaming it on SWF.

    You seemed to have only read the part about SWF this entire time, I'm asking for a constructive idea to just give killers more points for having to deal with that, simple, yet people don't even bring this up time after time in the thread, literally everyone missing my point

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534403#Comment_2534403

    I read what you said, in the comment I replied to you in... And countered what you said in that comment...

    You said,

    "No, they're not allowed because the game doesn't provide in game comms, you have to use external assets to do so, which clearly violates the tos but BHVR doesn't enforce this rule"

    And I showed you the screenshot proving they are allowed. It doesn't violate the TOS as they have Whitelisted the program.

    And I stated that I disagree with the notion because it is only what the devs make exceptions for, it's defined against tos, but tos makes exceptions but by definition it still is under that term the only reason it gets a pass is because if you were to do anything about it you'd bite off more than you could chew in issues, so yes, against top but made an exception, I take this as you're going to ignore my previous question though?

  • @Seraphor said:

    I'm sorry you all have no friends to play with, but this game would die without voice comms...

    Yet again missing the point

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2533599#Comment_2533599

    Darling I am begging you to read

    https://us.v-cdn.net/6030815/uploads/WHMHDRAZY7FU/screenshot-20210930-075056-com-android-chrome.jpg

    "WE ARE NOT BANNING FOR THE USE OF COMMUNICATION APPS"

    https://forum.deadbydaylight.com/en/kb/articles/139-game-rules

    Begging you to actually read what I said, also if it has to stated that they would make it an exception for communication applications that are clearly defined as 3rd party then they're making exceptions for their rules, but per that term it is considered in regard to be a 3rd party asset they clearly chose to exonerate, again however, and I cannot stress this enough, I'm asking for a flat bp multiplier, the way I perceive the game development process is my own prerogative and I will agree to disagree that I believe it's just a cop out to BHVR to not ban based on comms and I don't disagree with the idea of it, I can also and have also felt the harm in it, it's selective enforcement to me, rules to you, it's my opinion and I don't need to change yours, HOWEVER, I will ask you if you think the multiplier for bp based on the amount of people in a SWF group is a good or a bad idea

  • This post has gone beyond me

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