Chilli_man2400
Chilli_man2400
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@Devilishly_Rowdy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359035#Comment_3359035
Tbh Behavior destroying a majority of their player base's favourite toy (DH) would be a bad business decision. Who's gonna buy all those Feng skins if they destroy Dead Hard?
That didn’t stop them from nerfing all the survivor perks and I’m not even going to list them all because I know your not going to listen your just going to keep stating they don’t care about us killers
Us Vs Them at its finest
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@Emeal said:
We don't know if bHVR is going to address Dead Hard in next Mid Chapter. The Big Summer Perk Patch.
I hope they do, even though you may feel they gave Survivor Priority to Eruption with Incapacitated. I too think its a bit unfair.
Like a Survivor can use Dead Hard to undo a 25sec chase, but a Killer isnt allowed to prevent progression/healing for 25sec?
Just make sure you voice you concerns/ complaints to bHVR and they will do something hopefully.
We might get a perk rebalance in the next midchapter after skull merchant
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@nessienyouttv said:
weskers kit is incredibly easy to abuse, just make him hole himself against a window and your golden.
What do you think about the perk buffs? This wasn’t about wesker himself?
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Dude what do you expect? We’re you like this when Demo, Nemesis and Wesker had only 3 perks v 6 survivor perks?
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@Dreamnomad said:
I would argue that you actually want there to be a range limit on Superior Anatomy. Larger than 8 meters, but if there is no range limit then a survivor vaulting on the other side of the map could accidentally trigger your cooldown when you don't want it. Alternatively, it could screw a survivor over who is in a chase and doesn't even vault a window but someone on the other side of the map triggers it and the killer gets an unfair window vault. 16 to 20 meters should be fair. I would even be good with a shorter cool down like 20 to 25 seconds.
I don't know about the Terminus change. It is clearly intended to be a late game perk. Changing it so it is effective throughout the game could be problematic. It would really be unfair to survivors who are healing and are at 90% healed when a gen pops only to have broken for 30 seconds. Why should they be punished for something that they didn't do wrong?
I think Awakened Awareness is fine as is, but I don't really see a problem with your change either.
Thats not how superior anatomy functions? I made it so where the perk is active at all times. Survivors vaulting won’t give the perk a cooldown. Here’s the scenario, the game begins I find a survivor I vault a window it’s 40% faster then it goes on cooldown. That’s how it works. I removed the activation so you are faster at chases and it doesn’t feel gimmicky.
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First off Sloppy is there best perk cause you can apply mangled with Charlotte and then down with Victor. Next use Scourge hook pain res. Because they don’t have map pressure it’s best to get it with this perk. Then honestly since it’s the twins biggest kryptonite, shattered hope. There best playstyle is hit and run and if you use this there will be no more boons. And then the 4th perk is up to you.
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@Pulsar said:
I am glad you are excited
I myself, am not excited for a worse Knight who feels like a cashgrab sex appeal skin machine.
Yep. This makes me appreciate knight even more. He may not be the best killer but he looks more like a killer and hes more fun to play as.
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Here’s the buffs I would give to the exhaustion perks.
Smash hit-When you throw down a pallet break into a sprint at 150% for 3 seconds. If you stun the killer by any means or blind them break into a sprint at 150% for 4 seconds.
Head on-when you enter a locker the perk activates instantly. When you rush out of the locker stun the killer for 3 seconds and break into a sprint at 150% for 3 seconds(NOTE does not stack with smash hit).
Overcome-When you get damaged retain the speed boost for 2 seconds(if your injured and you get hit with BT or any endurance you get the overcome effect).
That’s pretty much it the other exhaustion perks are pretty much fine I would give a nerf to adrenaline but I’m not sure how they would react
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@Gamall said:
The celebration of bad killers is back
It was only bad cause of eruption. Now it’s a healthy perk
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354114#Comment_3354114
Yeah I remember that as well. They have a habit of completely nuking things from existence rather than just toning them down to be more reasonable. It's usually more a killer thing (Pop, Ruin, Thana ect), but yes MoM was one of the exceptions they did to survivor as well.
I know this isn’t a perk but They reverted the pallet flashlight change after a week cause of how bad it was.
but we can’t ignore we’re they nerfed survivor perks like mettle of man was completely nuked. DS people may claim it’s strong but it’s not that strong anymore cause you can easily catch up the 3 sec stun isn’t that big. Boil over isn’t as strong as it was. Balanced landing was nuked.
I hate it when people say this but ignore all the nerfs survivors have gotten that have been bigger.
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@Blueberry said:
Glad they finally listened to the community and pulled back some. It was way over nerfed. I hope this is a new change for them going forward.
They did the same to mettle of man. Remember when it was nerfed to where it would shut off after doing anything? They quickly reverted the change after.
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@Zokenay said:
They could make it so it can only be used once successfully.
Or it becomes an anti tunnel perk and its only usable after getting hooked, which denies its usage at the start of the match.
Or remove the speed boost from getting hit during it as well.
Theres also the idea of making you broken for 80 secs when using it.
all of those were my original ideas. I didn’t want to make broken 80 seconds cause it would feel pointless Having it be permanent until unhook feels better cause it’s like a trade off you get a 3rd health state but you can’t heal back
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345572#Comment_3345572
You forgot Call to Arms base kit, that addon is basically required for the long distance guard snipes which is the entire play style you're trying to get Knight to play and not the anti-loop version.
Other than that I agree. Could honestly use a small speed boost to the guards as well based on distance placed, so no close up anti-loop speed increases.
Btw what’s your thoughts on jailer giving incapacitated? It fits his character but I made it short to where it’s not annoying like eruption.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345572#Comment_3345572
You forgot Call to Arms base kit, that addon is basically required for the long distance guard snipes which is the entire play style you're trying to get Knight to play and not the anti-loop version.
Other than that I agree. Could honestly use a small speed boost to the guards as well based on distance placed, so no close up anti-loop speed increases.
thats what I thought the original buff was the guards get faster the longer you put your range out but it wasn’t. I wouldn’t mind if guards would get a mini bloodlust the longer they chase but not to much to where there uncounterable
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Knight really needs these changes he should get buffed with his guards and abilities but nerfed in his anti loop so he’s not boring.
-first off have dried horse meat and map of realm be base kit so that way(along with buffs to guards).
Carniflex=Hunt time is 28 seconds(was 24) and patrol range is 12 meters(was 8).
Assassin=Hunt time is 16 seconds(was 12) and patrol range is 12 meters(was 8).
Jailer=Hunt time is 16 seconds(was 12), patrol range is 18 meters(was 14), chase speed is 105%(was 102.5%) if jailer hits you gain incapacitated for 15 seconds.
-Next buff I would give is make him less clunky to where when you place guards down they don’t get stuck on pallets or walls.
-nerf, when placing a guard you can’t drop them instantly you have to move at least 2 meters before you can let go of your guard(this is to stop the drop at loop playstyle). You can still order kicks at gens and pallets but you can’t just drop guards anymore.
that’s honestly what I would do with him. If it doesn’t work then he will need a rework of some kind.
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@Unimatrix00 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344722#Comment_3344722
Yeah, please keep going with your examples, like Boil Over. Cause it was nuked into the ground and doesn't do ANYTHING for the survivors anymore *dripping with sarcasm*. It must be why I see it in many of my games and why I can barely make it to hook with survivors who have that perk proc'ed. Decisive Strike is more of the same, still usable, and I still see it in games. Iron Will is still usable; however, there might be better perks for staying quiet. Your examples are exceptionally weak.
Mettle of man? That perk is useless. Boil over is barley seen and if you seriously can’t hook them that’s your own fault. Unless your on eyrie, the garden or a map that barley has hooks then ok. but you should be making it to your hooks with no issue. DS is completely useless on nurse and blight or any killer that can catch up. DS is barley in my games and it’s not as strong as it was. Iron Will doesn’t silence anymore, so it’s weak against spirit.
Self care was nerfed to uselessness
I mean really? if your seriously saying boil over was not nuked and you can’t hook then it’s a skill issue
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@Unimatrix00 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344714#Comment_3344714
I guess we aren't being loud enough about it. Gotta get lots of topics on it and then you need to make it a killer perk so it gets fixed then we can flip it back to survivors :-P That's how ridiculous BHVR is with nerfs. They will rework survivor perks that are to be nerfed, but if it's a killer perk they nuke it from space.
dont turn it into another us vs them argument. They nuked survivor perks too. Mettle of man for example was nerfed in under 2 months and it’s #########. Boil over was nerfed in 1 week and it’s not that strong as it was. Decisive strike was nerfed like 5-6 times. Iron Will was nerfed it’s not used anymore.
Should I keep going? Or do you get the point? Maybe they don’t actually just nuke killer perks they do it to survivors too. Eruption was very problematic and needed the nerf.
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I agree with this. I feel you should only have BT in EGC if you bring BT. The basekit BT should deactivate like with OTR and DS.
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@birkineer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341857#Comment_3341857
No need to jump insults, you were making some good points but you just immediately took away your validity.
Iron will is trash now, object was broken af in swfs and bad in soloq (better to have the be the opposite),sprint burst balanced landing self care (og) flashlights (specifically instablinds) instaheals keys MOM and DS all NEEDED nerfs.
Instaheals are unfair because... instant healing? Drop a pallet, healed up woohoo! Now the killer has to spent time hitting you, which isnt instant.
SB was broken as hell back when exhaustion wasnt a thing, especially when combined with balanced landing. Are you actually trying to suggest that just because the overpoweredness of survivor was removed that killers being upset about balance is invalid? Kinda stupid on your end.
The thing with the devs is, they dont account that survivors outweigh killers 4-1, most of the time more than that. Logically they should listen to killer voices 4x as much then, so it equals out. However, they dont and instead focus on the vocal majority which often includes people like you who probably think infinites were fair.
i didn’t even play this game till 2018 and infinites from the videos I saw were incredibly unfair.
nice to assume huh
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Welp now he’s really gone
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This is my reworked version to make it better.
When you are injured tap into your adrenaline bank to avoid damage.
Press the active ability button to trigger the endurance effect for 0.25/0.50/0.75 seconds.
Failing or succeeding to use dead hard will deactivate the perk for the rest of the match. When you get hit with dead hard, gain the broken status effect until you are downed.
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btw iridescent hatchet took 5 years to be nerfed you not going to talk about that? We still have tombstone, Spirits MDR, blights Compound 33 and Alch ring? Oh your going to ignore it to fit your mentality that we’re oppressed.
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@jjb985 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341857#Comment_3341857
Still see all of these perks often. They are not nerfed. They are still useable. Killer perks you physically cannot use or you lose. You are taking broken examples that needed nerfed. Like hex: undying, iri hatchet, pinky finger completely different lol
But to bring up iri hatchet that took 5 years to be nerfed
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um? Cause survivors got kicked in the face when
DS, Boil over, iron will, Object of obsession, mettle of man, keys, insta heals, we’ll make it, balanced landing, exhaustion, sprint burst, self care, flashlights, toolboxes, entity blockers ALL got nerfed.
Oh but when killers one actually op perk gets nerfed its automatically WAHH WAHH they never nerf survivors they always listen to them!!! WAHH IM SO UPSET!!
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I’m just going to say this
JUST BECAUSE TWO THINGS ARE PROBLEMATIC DOESN’T AUTOMATICALLY MEAN WE NERF THE OTHER SIDE!!!!!
DH is problematic yes but that can be fixed you don’t have to nerf both sides every update.
Stop with this bullshit mentality that we need to nerf that to cause it’s just as bad.
everyone has turned them into a Us Vs Them riot
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On the German dbd Twitter where they announced the eruption nerf that mentioned COH. It’s taken down now but they mentioned it. So it’s possibly getting nerfed.
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Circle of healing might be getting nerfed next cause of the German account talking about it.
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@Gamall said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341116#Comment_3341116
Basically: every 10% of gen progress, 1% will be taken off now
So if you have a gen with 70% progress, after eruption it will go to 63% (instead of 60%)
Still weird to think about there needs to be a separate thread explaining this math. I still can’t understand it.
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I think it was actually nerfed to hard. I don’t know how current progress math works. But I think it should have stayed at 10% progress total but removed incapacitated.
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@Xendritch said:
I feel like BHVR is so used to having their chapters leaked they forgot how to do teasers.
This might be interesting cause we have no idea who it’s going to be this time there’s no leaks. We don’t know who it will be.
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@dspaceman20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339681#Comment_3339681
I think 2 seconds is too long. Maybe by a small amount more like .25 seconds longer
That could work but I don’t think that would still fix the core problem that you have to literally sniff survivors asses just to not get hit by DH.
Imagine if in call of duty there was a perk where if you press A you are invincible to bullets and grenades. Imagine that you can’t shoot the guy cause he might have the perk. That’s bad game design if I find the survivor and swing at them I deserve that win. I shouldn’t have to wait just to get my hit.
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@dspaceman20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339676#Comment_3339676
That seems like a terrible idea. Why are we punishing people for being skilled?
thats why I said it wasn’t really the best I’m just trying to find ways. I did it cause it feels punishing to not get a down and they can just use it easily at pallets. I did this so they can’t just easily get in a gen after escaping a chase. If that’s not good then we can do this
After you use dead hard and you don’t get hit you can’t interact with anything for 2 seconds. So you can’t just abuse it at windows and pallets.
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@GensByDaylight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339620#Comment_3339620
Very true!
I had a SWF get mad at me last night. They said that I was paying to win by using the dredge with his adept perks, and I should be banned because of it! I didn't even know you had to pay to get dredge, I must've been hacking!
Someone on the fourms was complaining about aura perks??? This happened a few weeks ago...
Can't wait for people to start wanting nerfs on No Mither and Spies.
Also, what about pig? Where's her love? She needs nerfs too you know.
The only nerf to DH that I can think of without changing its purpose is to add hemmorage and mangled after a hit, which may not really matter.
Or this might be not be the best idea.
If they get a dead hard hit they get incapacitated for 30 seconds.
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I honestly wouldn’t mind seeing the progress on totems, chests and exit gates that wouldn’t effect anything. But I wouldn’t want the ability to see the aura of the gen leave that to perks.
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It doesn’t matter how many buffs you give killer they will never be as strong as nurse.
How would you even buff them to make them strong while still keeping there identity? Twins are getting reworked next but sadly they might get the Freddy, Doctor treatment where they get completely redone.
And people are already saying knight needs a rework
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@Heytherebigguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338322#Comment_3338322
It's not the same but I thought the purpose of nerfing it was to lower it's usage rate, in high mmr + the usage rate is the same as before.
my guess is they wanted to change the perk to make it so it’s not that strong without reworking it completely while still keeping the theme of dodging hits.
I bet it will get another change. They mentioned they will do another perk update so maybe they will look at it again cause of high usage rates.
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Here’s how I would change the addons. I won’t do all of them but here’s my attempt.
First off Map of the realm and horse meat will be basekit in my version so All 3 guards are buffed with this so here’s my rework
Map of the realm-increases vision range by 2 meters(was 4)
Dried horse meat-increases duration of hunt by 2 seconds(was 4)
Town watches torch-When a guard detects a survivor gain the undetectable status effect for the duration of the hunt. When a hunt ends gain a additional 25 seconds of undetectable.
Ironworkers tongs-When a guard detects a survivor, they get the oblivious effect until the hunt ends. When it ends they are oblivious for 20 seconds.
Grim iron mask-When a guard detects a survivor, they gain blindness until the the hunt ends. When the hunt ends they have blindness for 60 seconds.
Broken Hilt-Hitting a survivor while there in a hunt or a guard striking them will give the survivor Hemorrhage and mangled.
Chain mail fragment-When a guard fails to catch a survivor gain a 10% speed boost until you hit a survivor or another guard detects someone.
Knights contract-After summoning 3 guards the 4th guard that detects a survivor will instantly down that survivor If caught.
That’s how I would mostly rework his addons.
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@Adjatha said:
New Dead Hard is literally the same as old Dead Hard, but you get even more distance to run away if you trigger it correctly.
It didn't get nerfed. It got tweaked into a buff.
Of course people are still going to keep abusing it. Dead Hard didn't get the hatchet job that the nine best killer perks got, despite having such an embarrassingly high pick rate.
And are just going to ignore Decisive strike, Iron Will, object of obsession, Insta heals, keys, boil over, reassurance?
Stop trying to shape this into a killer vs survivor argument. Op survivor perks get nerfed too it’s not just killers.
Also new DH isn’t the same you can’t counter trapper and slinger anymore with DH, you can’t just press E to undo a mistake and you can’t get distance to a window or pallet anymore. I hate the perk more than anyone else but it’s not the same.
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Got a 4K with Pig got the merciless victory banter piped 1 but no achievement.
Xbox one S
Account= Differenc3Maker
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First off Pain Resonance is the best gen regression perk for both sides it rewards the killer for hooking and gives a 15% total regression the highest in the game of gen perks. And it’s fair for survivors cause you can very easily out play it unlike eruption.
Next was the old PGTW back then you would hook a survivor and get a flat 25% regression total when kicking gen. It rewarded the killer for hooking and it was fair for survivors.
call of brine was also fair cause the outplay was just touch the gen but the bonus was it regresses incredibly quick with no downsides.
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The only changes Myers needs is
can activate evil within tiers like Onis blood fury so you can stay in tier 1 as a strategy.
conspicuous actions drains survivors stalk meter so Myers never runs out of stalk.
Evil Within 3 makes pallet/gen breaking speed 20% and stun speed reduced by 50% but doesn’t stack with Brutal,Endurance and Fire up
Bam just fixed Michael Myers
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Sounds good all it needs is a secondary effect. I would increase the haste to 3.5% and the vaulting speed increase to 15%
I would also add a effect where when you leave the boons radius the haste is 7% for 2/3/4 seconds.
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@Gibberish said:
It's really crazy how Myers has been left in the dust. He's received barely any updates since his release, despite being so underpowered. Why is such an iconic killer so bad.
Even his model hasnt been updated, despite looking like ass. Laurie and Haddonfield got visual overhauls, why not Mikey?
Probably licensing issues. Doesn’t make sense though how Laurie and Haddonfield were changed but yet Michael himself got no visual update or changes
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All boons need is one simple nerf. When you snuff a totem boons go on a 60 second cooldown and can’t be placed.
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@Peanits said:
I promise we aren't ignoring them! There was a tentative fix in the last update for some of their issues, but it doesn't seem to have caught all cases of the movement bug. We're looking into it further and will try to get another fix out as soon as we can.
I know you probably won’t give a direct answer but do you have any update on the twins rework?
Will this be just simple buffs or are you reworking them like you did Freddy and Doctor?
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@legacycolt said:
Dead Hard only has a 0.5 sec duration. If you keep swinging into dead hard, that’s on you. Also dead hard is needed against op killers like nurse, blight and spirit.
And what about weak killers? Like Trapper, Pig, Sadako, Freddy and Michael Myers?
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Myers is actually pretty easy to buff. He doesn’t need a rework he just needs little tweaks. Here’s what I would do
-When you reach tier 2 or tier 3 it now acts like Onis blood fury where you can activate it when ever you like. Bring back the old Myers sound when he’s close to leveling up with this.
-when a survivor does any conspicuous action there stalk juice will go down. This is so Myers never runs out of evil within in a match.
-When Myers is in evil within III his breaking speed is increased by 20% and pallet stuns are reduced by 50%. Does not stack with Enduring, Brutal strength or fire up.
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looking at the way there describing twins. They might get freddied.
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i thought of this combo from the beginning. I thought it was perfect for blight.
