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Crowman

Crowman

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  • I wouldn't say Fearmonger's free status is why people chose it over Sceptic Touch.

    Sceptic Touch is a TR perk. A lot of hit and run killers who want to catch survivors healing tend to have the ability to remove their TR meaning Sceptic Touch's effect will never apply. It's a perk that does something useful in theory, but the users who would want to run it can't synergize with the perk.

    Chase killers who excel in chase don't often need to let survivors go and try to catch them healing later. Legion is like the only killer I can think of who plays a hit and run style and has a normal TR. And generally healing against Legion is something you only do if you need to.

  • Sadako got skipped last midchapter due to the meta perk rework taking up too much of their development budget for the midchapter. I believe one of the devs has said she's on the plate to be looked at this upcoming midchapter.

  • The status effect is newest and preventing survivors from doing nearly all actions is really strong that it shouldn't be a widely available status effect. If anything Eruption applying a 25 second incapacitated is too much.

  • @Ladyinadress18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191284#Comment_3191284

    Oh yesterday I saw someone with self care as their only perk haha I felt bad for them.

    It's a tome challenge to escape after having healing yourself and only having self care equipped

  • @Jago said:

    @Basement_Bubba420 totally agree ! But that may result in "too much work" for them haha, between tracking and adjustments on a regular basis. I'd love that honestly, but I dont know if that fits their vision of the game.

    @Akumakaji thanks for the clarifications ! I'm not sure thats something complicated, I just think since they just want to keep their system blurry for everyone. And I really hope they 'll come up with something solid one day, so they're able to share stats with transparency.

    I think the issue is more that since they can interactively explore the data, it's harder to translate that into a single image that can easily be shared. And since sharing data isn't exactly the highest priority for BHVR, it's likely not worth the effort spending the time crafting up more indepth stats for us.

  • @Gary_Coleman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191156#Comment_3191156

    Escaping used to be more common. Which is why they did all of the recent perk changes.

    Another thing, the hatch used to appear after so many gens were completed and you could open it with a key.

    Currently, it is definitely harder to escape.

    You raise a good point though. Will new players ever get to reach higher mmr? Especially with a 31% escape rate across the board?

    It's an average 39% escape rate between 4 survivors. Someone individually can exceed a 50% escape rate and thus they would climb. Survivors can also still 4 man escape, it's just much harder to pull off and the killer is likely to at least secure a 1K in the end game now. Basically good survivors should still be able to climb up with the only difference is that they might die in a few extra games now.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190143#Comment_3190143

    A 2k is not a win for either side. It's counted as a draw by the developers.

    I did not say a 2K was a win. I just said a killer with the sample numbers would have won half his games while the same team would have lost half their games. If all you care about is 50% being balanced, then that is in fact balanced.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189663#Comment_3189663

    Why don't we make it a 39% kill rate for killers and a 61% escape rate for survivors, since this acceptable.

    Because the killer is the single player team and therefore should be stronger than an individual survivor. I'm sorry you can't 1v1 the killer in an asymmetrical game.

    Another thing the killer with a 60% kill rate is still only winning 50% of their games in the example. 35 games are 3Ks or 4Ks and 35 games are 0Ks, 1Ks, and 2Ks.

    If you want to look at it from the survivor perspective. Survivors are only losing 50% of their games.

  • @humanbeing1704 said:

    tombstone piece should be reworked it's just the tunnelling out someone for a 3v1 built into an add on

    It's not even just tunneling. I've been tomestone'd going for a hook rescue by the killer popping T3 as I unhook.

    Also I would say both Piece and Judith's need changes. Even if Judith isn't as strong and requires another iri addon to be usable, it's still not a fair addon to play against as survivors have absolutely no way to counter either one.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190032#Comment_3190032

    5 - 0ks

    13 - 1ks

    ---

    18 - 3ks

    17 - 4ks

    Yes, that is absolutely horrendous. That's 18 wins to 35 loses.

    Survivors don't win or lose as a team (at least currently based on mmr). In those 70 games, a single survivor could have as high of an escape as 75%.

    The devs want the killer to kill more and have less games end up with a 0K. That's why DS and OTR are disabled in end game and why the upcoming mori rework will auto kill the last survivor remaining in trial when they are in dying state (from the last details we were told). The result is that killers are killing more.

    Complaining that survivors as a whole are losing more is ignoring that the game doesn't care if 3 survivors die since that doesn't factor into whether or the a single survivor has "won".

  • @WipeIncGamingYT said:

    https://forum.deadbydaylight.com/en/discussion/346847/61-kill-rate

    What is the exact definition of "average kill rate"? 61% of 4k?

    A 50% kill rate would mean on average games are ending with 2 kills and 2 escapes. Though this can be made up with an equal number of 0Ks and 4Ks and equal number of 1Ks and 3Ks.

    For example you could have a 50% kill rate with

    10 - 0Ks

    15 - 1Ks

    20 - 2Ks

    15 - 3Ks

    10 - 4Ks

    140 total kills / (70 total games * 4 survivors) = 50% kill rate

    To get a 60% kill rate, 0Ks would have to be less than 4Ks and 1Ks would have to be less than 3Ks. If we move up half the current kills to the next level we get:

    5 - 0Ks

    13 - 1Ks

    17 - 2Ks

    18 - 3Ks

    17 - 4Ks

    169 total kills / (70 total games * 4 survivors) = 60% kill rate

    It's really not as bad as people are making it out to be.

  • @Marik1987 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189981#Comment_3189981

    He was performing well because of his Penalty-Addons and his Forever-Freddy playstyle with old Ruin + Undying.

    Even if he had his old Gen-Speed-Slowdown-Addons, he would never shine as in the past, because most of "his" perks are dead or nerfed.

    Now, he has nothing left.

    Yes. Though I would say he's far more hurt by dream snares being so weak since he's now slowed down placing them and has less to place. His power is often just worse than clown bottles. Combined with the fact that he can only affect survivors who are asleep and clocks granting survivors a small immunity period, he's often just a M1 killer against survivors until they fall asleep and even then his power is hardly stronger than a killer whose power is always available.

    Perk changes can be adapted to, but a base power being weak is a hurdle you can't really get pass.

  • @Marik1987 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189961#Comment_3189961

    He got nerfed because u see him 95% of the time in low and mid-regions, where u face mostly quads with at least 1 solo-survivor and players dont know how to face Dream Projection.

    In higher games I assume you will NEVER see him.

    The 75% kill rate on freddy at the time was from red ranks (since this was before mmr). He was a pretty popular killer having a good pick rate both in general and in red ranks.

    It's not fair to say that Freddy was solely nerfed because of "bad" survivors complaining about him. He was performing really well overall and the meta at the time really complimented him. BHVR eventually nerfed the perks that were good on him, along side some buffs to perks like BT that he used to completely ignore, along with nerfs to his base-kit and in the end put him into the bad state he is in now.

    It wasn't like Deathslinger who had a middling kill rate and a low pick rate and a dev blog flat out stating it was to make him less frustrating to play against. Or Wraith whose change came so quickly after his buff that the only reason he had to have been nerf was due to complaints. Freddy was doing pretty well for quite a while and the stats showed it even if it's not a complete picture. Eventually that lead to the devs nerfing him directly on top of indirect nerfs which was too much.

  • @Arbmos1998 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189932#Comment_3189932

    Again like BHVR you are going off kill rates which does not tell the whole picture, as someone mentioned in this thread earlier low MMR killers probably have a 100% kill rate and I would not be remotely surprised at all and that's not because killers are OP it's because the survivors have no clue what to do or how to play the game properly and these stats for god knows what reason are taken into account.

    There's an obvious reason why in the higher MMR bracket you will only go against the same killers + same perks everytime and that's simply because majority of the killer cast is just not viable at all.

    Can you imagine what the top MMR data would look like? Picture data for chases - gen speed, how many downs/hooks the killer gets per gen on average I guarantee you it would be incredibly low and survivors dominate. Someone also mentioned suicides are also counted towards kill rates, there are people who kill themselves on hook for a number of reasons, avoiding DC penalty is one of them:

    1. the killer they are against
    2. the map
    3. a perk the killer has
    4. an addon the killer has

    Why are these stats even taken into account? What BHVR shows us just does not show the full picture and people massively overexaggerate it, heck I bet theres content creators right now manipulating their audience saying "See! the data proves it! Killers are clearly OP!"

    I'm just stating that Freddy unlike Wraith and Deathslinger was actually over performing according stats we were shown. BHVR most certainly wasn't nerfing Freddy solely off of complaints. Even with the limited scope of data we were shown at the time, it was pretty clear the reason why Freddy ended up getting nerfed.

    Not to say I agree with the changes as Freddy also received a lot of indirect nerfs and his base-kit getting nerfed on top of everything he was using at the time getting nerfed put him in a really bad spot.

  • @Arbmos1998 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189881#Comment_3189881

    The problem is these players ARE the ones the devs listen to, just look how many bad takes are on the forums which many people like them validate. Bad players dictating the game is why the likes of Wraith, Freddy, Slinger were nerfed as well as all the over exaggerated X Killer perks are OP nerf them BHVR! And they actually end up listening and implementing it.

    Never ever balance your game for players who don't even understand your game, why would you balance for players who run past pallets, take 10 mins to do a single gen because they spend most the game crouched in a corner because they hear a terror radius and struggle to do a chase while looking behind them?

    This is why killers are conditioned to Camp/Tunnel because against an efficient team majority of the killer cast just lose no matter how quick their chases and downs are.

    Another reason you do not balance for bad players is players CAN get better and as shown many many times when players know what they are doing the game is incredibly broken.

    One minor nitpick. Freddy had around a 75% kill rate before his nerf. Not to say everything that got touch was justified, but it wasn't like he was nerfed solely because of complaints. At least compared to Wraith and Deathslinger, Freddy was a justified hit, they just went way overboard.

  • @get_barted said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189866#Comment_3189866

    that and hatch escapes dont count as escapes.

    They have come out and said hatch is a null when it comes to MMR

    For MMR. You still escaped and would be reflected in the stats. If hatch escapes didn't count then Kill Rates + Escape Rates wouldn't add up to 100%.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189684#Comment_3189684

    Probably because it's not that important. SWFs arnt nearly that unstoppable as people make them out to be. Just because they're SWFs. Doesn't make everyone a god looper. You come across that VERY rarely.

    The devs at one point stated SWF groups had a 15% higher escape rate compared to solo q.

    Not to say SWF groups can't lose, but they do have an affect on the escape rate.

  • IT's a combination of the data being taken during a tome that has self-care challenges and non-English speaking regions having self-care as part of their meta.

  • @get_barted said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189681#Comment_3189681

    and that is not balanced. 53/47 was balanced before the midchapter. 61/39 is not balanced

    DBD isn't a symmetrical game. There's no reason the devs need to make sure that the kill rate is exactly 50%.

    60% is perfectly fine as it means the killer on average is stronger, but not overwhelming so.

  • @get_barted said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189663#Comment_3189663

    The number that is more concerning is the 39% escape rate for survivors. How is it that balanced?

    Which is 1.5 survivors escaping on average. There are still games where the survivors escape with 3 or 4 survivors. There's just less 4 man escapes.

    What would actually be problematic is if there was 75% kill rate as it would mean that killer is winning every single game on average. Which is what got reworked Freddy nerfed.

    60% Kill Rate/40% Escape Rate is still close to 2 kills/2 escape on average with a slight favor on the killer. Which is fine for an asymmetrical game where the killer is a single player versing 4 survivors.

  • @Arbmos1998 said:

    No this is not enough data at all to come to any sort of conclusions. We already know that majority of the playerbase for whatever reason is incredibly bad at this game, heck you still have Survivors who struggle to look behind them when in a chase of course these players die a lot and so they should because they are not very good at the game. You shouldn't be rewarded for playing very very bad.

    This data doesn't show us the MMR, doesn't show difference between SwF or Solo which this data would be way more beneficial. But because BHVR have said Killers have 61% kill rate and Survivors have 39% escape rate Survivor mains are using this terrible data to support the bad take of "See! Killers are OP!" and massively overreacting.

    61% translates to around 2.5 kills on average. The complaints are stemming that killers are getting on average half a kill more. It's really not the end of the world, but 61% looks like a worse number than spelling out 2.5 kills.

    With changes to end game to favor killers more, no more end game ds, what is likely happening is games that would have likely ended being a 0K are now ending as a 1K as the killer is more able to secure that single kill than before.

  • It was stated it's a popular perk in some non-english regions.

  • I doubt it. Seems to be they don't mind that SC is the most used perk, just that the goal of making it used less often was accomplished. Also based on the post SC is being carried by some region that really loves the perk and not because it's generically being used a lot.

  • I think Pain Res might have been lower if it wasn't for the interaction with DMS being brought back.

    Surge is a free perk so it make sense that it would be used a lot.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189412#Comment_3189412

    Why should a bad killer always be able to secure a 1k?

    Because the changes to DS and OTR not working in end game suggest BHVR wants the killer to be able to secure a single kill at the very least.

    The devs want the killer to be able to kill at least a single survivor in most trials. And that's what balancing around a 60% kill rate would be suggesting.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189401#Comment_3189401

    If you put 61% on one side of a balance, and 39% on the other what happens? I don't think that's what something that is "balanced" is supposed to look like.

    The changes to end game disabling perks like OTR and DS and lack of endurance stacking. Killers should always be able to secure a 1K in the end game unless they were massively out skilled. This means balancing around a 50% kill rate (or escape rate) would mean survivors would be too strong at the higher levels.

    (1 Kill + 4 Kills)/2 means 2.5 kills on average which translates to 62.5%

  • Considering killers should always be able to secure a 1K at the end of the game balancing around 60% Kill Rate makes sense to me.

  • @MadEyePopo said:

    There is no difference. I get the same amount of junk as I did in lower prestige levels. I think BHVR should prioritize this as something to be adjusted as I seem to remember hearing them say they are looking into it.

    There is a difference. On my P18 Yui I've seen green items pre-10 in some of the bloodwebs leveling her up.

    The lower levels still favor low rarity stuff because of the limited nodes but you do start to see rarer stuff earlier as you pretisge up.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189236#Comment_3189236

    hm good to know i allways assumed if deadlock blocked 1 gen and another gets done in that time it would block a second

    It does block another gen when the 2nd gets down, but the gen that gets blocked at that point wasn't worked on so it hardly matters. We got 3 gens done, did a hook trade, got another gen done, did another hook trade, finished the final gen, and then sadly with 3 people on death hook it was hard to get everyone out. Still a surprisingly good game overall.

    I have the vod of the game: https://www.twitch.tv/videos/1591237975

    Also I realize that you can't really hear anything I say in the game lol. I should probably double my sound settings.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189218#Comment_3189218

    lol, true do gens tho from the looks of it the team is giving up. but wait there is more.... deadlock has joined the battle

    I had a game vs a camping bubba with dead lock. Team still managed a 3 man escape with some close hook trades (thankfully it wasn't a basement hook and there was a nearby window for the unhooked survivor to use). Also I was playing solo and I don't think the others were a 3 man.

    Deadlock can only block 1 gen, we were able to get 2 gens finished with a 3rd almost finish due to deadlock since we were all split on separate gens at the start.

  • @hastarkis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188433#Comment_3188433

    Yeah, you know what's better than that? Not trying to secure not-de-pipping but get +1 pip. You just can't do that if killer is afk with insidious. Pipping doesn't matter after reaching iri 1, but that's not an easy target for me because of my playing time and my playing style. I'm sad if I loose pips. Believe me or not, even though I'm sad and do care about my pips, I don't want running around with calculator and fight with other survs for farming points just because one side decided not to play. I'd prefer being in chases and earn those points and pips naturally. And yeah, it's not boring that way, you have to manage your time and resources to achieve win conditions. In afk scenario you just... What? Playing monopoly?

    I can tell you more, we met a killer who was afk the whole game on purpose. He motivated that in end-game chat as the game is survivor-sided, he tired of survivors, tired of beings stomped, wish us enjoying our farm (we brought 4 flans as 4men swf, we ain't farmers, ain't competitive, we do stupid things and we're super altruistic, we often end up dying dumb but happily), he will do that forever ruining survivors' games, he refuses to entertain us. He also said he was going to DC to ruin our offerings completely, but I think he prefered to give us *some* points in order to avoid dc penalty (I assume, not the first one).

    Being good at stupid altruistic things and therefore being bad in pipping in iri grades, I was one pip away from 2 iri and was a little frustrated. Both about pretty unavoidable depipping (I prefer not to sweat here, not to rob points from my teammates who in the same position and not to strech the game which is pointless enough) and the fact that our flans did nothing not because we were hardly outplayed and died in 3 mins but because someone decided to perform some sort of class revenge. Yes, my decision to not farm. Yes, it's a game and nothing bad happened. Still afk guys rob survs in some way. It is frustrating. Especially when right after those afks (where I could get pip and level up to another milestone) I loose all my pips due to rng, camping, tunneling and/or my bad plays. It happened before too. Yes, bad rng. Yes, ######### happens.

    I mean, yeah, I can survive (ha) that, nothing THAT bad happened, that's ok and I often think "meh, unlucky, let's go next". After all I barely see AFK killers, and I loose pips on daily basis.

    But... But.

    TL; DR I prefer to loose my pip in order to finish those boring games and go into next one, but yes, I'm frustrated about that and I have my right here tbh. I have enough reasons to loose my pips without AFKs, and I feel robbed both in points and grades because this game could bring me much more bloodpoints and even +1 pip if killer decided to play the game.

    So, yeah, free points (less than I could get from a game with good chases and altruism) and free de-pip. Not like I'm into crows and free d/c idea tho, I just disagree with your point of view here. Not trying to change your mind :)

    I think you care way too much about pips. Depipping is not the end of the world and you have over a month to reach Iri 1. It hardly matters if you have a depip game as long as you are able to pip more than you depip. Plus you can't degrade, so depipping when you have no pips literally does not matter.

  • I don't think anything more than licensed skin sets akin to the Attack on Titan collab would ever happen for Rick and Morty. There really isn't anything worth making a whole chapter for. There's not like an overarching villian as majority of episodes are self contained with a few episode touching on previous stories.

  • @Ivory_Partnaite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188433#Comment_3188433

    The problem isn't bloodpoints, the problem is that it isn't fun to do generators and cleanse totems. Getting chased is the best part about DBD.

    DBD isn't solely a chase simulator. Part of the survivor role is to do gens and open the exit gate. I get it sucks to have an afk killer, but there's really no reason to d/c over it. Just do the gens and leave.

  • Depipping as a whole doesn't really matter, but if pips do matter for you

    Escaping without going down is Iri Emblem in Unbroken (4)

    By default you have a Bronze Emblem in Benevolent (1)

    You get 25 points for all 5 gens getting finished (an additional 15 for opening an exit gate). 20 points fo cleansing dulls. And a point for each 1% of a gen you work on.

    If you cleanse all 5 dulls and open the exit gate that is enough for Silver Emblem. Do 50% of a gen and you have Gold.

    This gives you a total of 8 which is a safety pip in all grades below Iri.

    If you do 1.5 gens, cleanse all 5 dulls, and open the exit gates you'll get an Iri emblem and safety pip in Iri Grade.

  • @Tsela said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188329#Comment_3188329

    Yeah but technically how would he be DOS-d then if he connects to the server to play and this game isn't peer to peer?

    If you lose connection to the dbd server, you get d/c'd from the game. You don't need to target the dbd server to force someone to d/c. All the attacker needs to do is send enough packet data to disrupt their computer so they can't handle all the requests including ones from the dbd server.

  • @Tsela said:

    Is DDOS realy a thing? I mean we aren't directly connecting in peer to peer, we have a server connection, unless they DDOS the entire server....

    Well if we want to get technical. He's being DoS. DDoS would mean multiple hosts are attacking him when it's likely just a single host. And the attacker can crash his connection to the dbd server forcing him to d/c.

  • I think it's fine. DS is only a 3 second stun right now which is not a lot of time to get away from a lot of killers. Having DS acting as a 1 time refresh for endurance so you can dead hard is like the one good use it has.

  • Dead Hard is strong when you pull it off and there's a script people to always dead hard when the killer swings. With the script, Dead Hard is a better choice than Sprint Burst and against most killers is effectively a 3rd health state when the killer is committed to a chase.

    Sprint Burst would likely see more use if Dead Hard usage wasn't being brought up by script users.

  • @Ivory_Partnaite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188143#Comment_3188143

    It's boring though, it takes like, three minutes or more to just do gens and the killer doesn't even do anything. I didn't queue up to play Gen Simulator.

    But the killer being AFK isn't preventing you from doing so. It's free bloodpoints you get and leave.

  • I don't see a purpose. Just finish the gens and leave.

  • BHVR in general has never been vocal about issues regarding cheater or ddosing. They silently work on fixing it (which can be a long time), because letting people know they are solving these issues is just going to cause people to start looking for work arounds.

    Honestly between this and the thread where you say you aren't having fun, just take a break. It's really not worth losing your mind over this game.

  • There's no shame in taking a break if this is honestly happening to you. If you aren't lying about any of the details than you would likely be at the mmr cap and there's likely not many (if any) survivors at the mmr cap to match with so you are waiting until the game finally gives you an opponent, because it can't find anyone near your skill level.

  • No one is stopping you from streaming the game without being a fog whisperer.

  • Pyramid Head already moves at 110% speed when dragging his sword. You wouldn't be changing much on his power for a nerf to his normal speed.

    Not that any of these killers really need to be nerfed this way, but with PH it really just shows a lack of understanding of their powers.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186723#Comment_3186723

    He has the best addon variety of all killers in the game and he has some spectacular addons.

    I don't want to see him reworked. Look what they did to Freddy ffs.

    Not all killers need to be strong.

    He is fine.

    People overrate his addon variety just because he has a couple of addons that more drastically change his power compare to other killers.

    However people only ever run Faster Stalking, Duration or Infinite T3, Tomestone Piece with the occassional Scratched Mirror + T1 Lunge w/ Lery's Offering. And maybe you'll find someone doing Judith's + Infinite.

    Also while he doesn't need much, an addon overhaul would be very beneficial as it would allow the devs to replace some of his more useless addons. For example we could condense all the stalk movement into a single brown addon, if not remove it entirely though Myers can have some use for faster movement while stalking due to lack of collision. This would open space for more interesting addons that would actually see use.

  • Wesker has a 3 second cooldown for missed bound attacks. Missing Demo's shred is 2.25 seconds. Also note Demo's shred is faster than Wesker's bounds.

    Wesker travels 21m with both bounds (pretty sure addons don't change this) and then his base cooldown is 6 seconds per a charge. You do need both charges since without the 2nd bound the distance of the 1st is nothing. 12 seconds is quite a bit of a wait for mobility.

    Might want to first fact check before you start suggesting changes on wrong beliefs.

  • A person playing a game is the same as a person rage quitting. yeah no.

  • It takes longer to spend all your bloodpoints than it does to play a single match.

  • Imo Terminus requires at least No Way Out to get the most value out of it. Keeping survivors injured as they are unable to open the gates can really turn things into your favor.

  • Part of it is cheaters using a script to auto dead hard.

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