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EqMonkVeeshan

EqMonkVeeshan

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EqMonkVeeshan
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  • they need to fix match making so the killers rank is the same rank as the highest ranking survivor. so if you're in a SWF group and you're playing with a rank 2 survivor you should get a rank 2 killer not a rank 20. sadly right now rank 20 killer lobbies for a few friends who recently joined the game is taking 35 to 50 mins to get a single lobby. why because a high rank survivor can easily bully a new to the game killer. and quickly help rank 20 survivors rank out of range rather quickly. leaving no one in them ranks for these killers to go against.

    In fact with the way things are right now, a friend I just bought the game for two days ago literally said he was requesting a refund because after waiting for 50 mins to get one lobby. then playing the match to see a rank 2 a rank 4 and a rank 15 with a rank 20 was not his idea of a fun. I mean who can blame him, the 50 mins alone would be enough to make most request a refund. lucky for him he only wanted to play killer so he was able to get the refund. I just suggested he leave a review of the game. to let others know what to expect.

    yes of course rank means nothing we all know this, but for match making its preventing people from getting matches. so they need to make it so the killer in matches match the highest rank of survivor in the match. after all it be a lot harder for a rank 20 survivor to rank up against a rank 2 killer. leaving that survivor still in the pool of them rank 20 killers he should be going against.

  • @Dabrownman1812 said:
    EqMonkVeeshan said:

    @Dabrownman1812 said:

    EqMonkVeeshan said:

    @Oblivion1912 said:
    
    I don't think another exposed status effect perk is what the game needs considering killers with instant down abilities or add-ons along with perks that do that too such as NOED or Make Your Choice. Some other adverse effect instead of becoming exposed could work but there are too many exposing elements in the game as is and with this perk, it could make killers even more OP
    
    
    
    the reason I suggested exposed as some killers are not high mobile killers or one shot down killers.  and this would help them out a fair bit to counter such acts happening to them. as the high mobile killers and one shot killers basically have a variation of this perk built in as most survivors respect the abilities they have and move a ways back. it is the killers that lack this  built in  danger aspect that needs this type of perk.
    

    As I said, punish the unhook action if you want to do it that way, if you hook someone by a gen being worked on or totem, why should a survivor get punished with that? This can be abused with agitation and iron grasp. Punish the unhook, not the fact that survivors are there. Body blocking is an issue but thats why certain have due diligence or play with headphones to know if peeps running up before the pick up. Free exposed in a general area is a little too much. I play killer and survivor, if your point is to punish an action then punish the action.

    the whole idea of the perk is not to punish any one unhooking some one. it is to put more risk to body blocking near hooks. not sure why you're your talking about punishing unhooking. Make your choice is a great perk to run and useful. but in no way do we need another perk like that. we need something that will help against toxic play of body blocking around hooks. not sure why you're so hung up on people near by who do not pay attention. getting a exposed status. it would be a solid addition to the game if they did bring this perk to life. it would add map pressure to areas around hooks that killers would be hooking others, it would slow the game down a little bit if survivors was smart and moved from the direct area. getting exposed isn't a instant down if you get exposed it means you need to avoid the killers even more. killers that do not normally one shot down would use this perk happily. as I originally suggested and this is coming from a survivor main and I would absolutely love to see killers running this...... in the end its all about risk versus reward. it seems you want no risk for being near the killer, god knows no one fears killers anymore. where as a survivor I want there to be risky plays i want to fear the killer, I want to be worried about if i am near a patch of hooks and might get a exposed status if I am to close to the path he might be taking.

    So why not make the affect that survivors 4,6, 8 meters from a hook are exposed while carrying someone?once again, address the issue.

    @Dabrownman1812 said:
    EqMonkVeeshan said:

    @Dabrownman1812 said:

    EqMonkVeeshan said:

    @Oblivion1912 said:
    
    I don't think another exposed status effect perk is what the game needs considering killers with instant down abilities or add-ons along with perks that do that too such as NOED or Make Your Choice. Some other adverse effect instead of becoming exposed could work but there are too many exposing elements in the game as is and with this perk, it could make killers even more OP
    
    
    
    the reason I suggested exposed as some killers are not high mobile killers or one shot down killers.  and this would help them out a fair bit to counter such acts happening to them. as the high mobile killers and one shot killers basically have a variation of this perk built in as most survivors respect the abilities they have and move a ways back. it is the killers that lack this  built in  danger aspect that needs this type of perk.
    

    As I said, punish the unhook action if you want to do it that way, if you hook someone by a gen being worked on or totem, why should a survivor get punished with that? This can be abused with agitation and iron grasp. Punish the unhook, not the fact that survivors are there. Body blocking is an issue but thats why certain have due diligence or play with headphones to know if peeps running up before the pick up. Free exposed in a general area is a little too much. I play killer and survivor, if your point is to punish an action then punish the action.

    the whole idea of the perk is not to punish any one unhooking some one. it is to put more risk to body blocking near hooks. not sure why you're your talking about punishing unhooking. Make your choice is a great perk to run and useful. but in no way do we need another perk like that. we need something that will help against toxic play of body blocking around hooks. not sure why you're so hung up on people near by who do not pay attention. getting a exposed status. it would be a solid addition to the game if they did bring this perk to life. it would add map pressure to areas around hooks that killers would be hooking others, it would slow the game down a little bit if survivors was smart and moved from the direct area. getting exposed isn't a instant down if you get exposed it means you need to avoid the killers even more. killers that do not normally one shot down would use this perk happily. as I originally suggested and this is coming from a survivor main and I would absolutely love to see killers running this...... in the end its all about risk versus reward. it seems you want no risk for being near the killer, god knows no one fears killers anymore. where as a survivor I want there to be risky plays i want to fear the killer, I want to be worried about if i am near a patch of hooks and might get a exposed status if I am to close to the path he might be taking.

    So why not make the affect that survivors 4,6, 8 meters from a hook are exposed while carrying someone?once again, address the issue.

    I suggest the range I said to also help add map pressure to maps of slower not as mobile killers. as they really need to have an ability to put more pressure on a map in general. not only would this help counter body blocking but it would also help survivors in more then likely they would stay out a bit and show up on BBQ and Chili and make the killer move away from the hook. as tons of killers if they see no one show up on BBQ & Chili will stay directly near the hook. I know in the rare times I do play killer. if no one shows up on BBQ and Chili I know they all to close so my best option is to stay near by. till I find one or I feel they have moved away. also if you made the perk to where it was exposed for being close to the killer while he is carrying some one you would effectively null out any form of body blocking where its still a legit strategy with my original suggestion just a more risky one at that. so under my suggestion perks like WGLF would still be useful.

  • @Dabrownman1812 said:
    EqMonkVeeshan said:

    @Oblivion1912 said:

    I don't think another exposed status effect perk is what the game needs considering killers with instant down abilities or add-ons along with perks that do that too such as NOED or Make Your Choice. Some other adverse effect instead of becoming exposed could work but there are too many exposing elements in the game as is and with this perk, it could make killers even more OP

    the reason I suggested exposed as some killers are not high mobile killers or one shot down killers. and this would help them out a fair bit to counter such acts happening to them. as the high mobile killers and one shot killers basically have a variation of this perk built in as most survivors respect the abilities they have and move a ways back. it is the killers that lack this built in danger aspect that needs this type of perk.

    As I said, punish the unhook action if you want to do it that way, if you hook someone by a gen being worked on or totem, why should a survivor get punished with that? This can be abused with agitation and iron grasp. Punish the unhook, not the fact that survivors are there. Body blocking is an issue but thats why certain have due diligence or play with headphones to know if peeps running up before the pick up. Free exposed in a general area is a little too much. I play killer and survivor, if your point is to punish an action then punish the action.

    the whole idea of the perk is not to punish any one unhooking some one. it is to put more risk to body blocking near hooks. not sure why you're your talking about punishing unhooking. Make your choice is a great perk to run and useful. but in no way do we need another perk like that. we need something that will help against toxic play of body blocking around hooks. not sure why you're so hung up on people near by who do not pay attention. getting a exposed status. it would be a solid addition to the game if they did bring this perk to life. it would add map pressure to areas around hooks that killers would be hooking others, it would slow the game down a little bit if survivors was smart and moved from the direct area. getting exposed isn't a instant down if you get exposed it means you need to avoid the killers even more. killers that do not normally one shot down would use this perk happily. as I originally suggested and this is coming from a survivor main and I would absolutely love to see killers running this...... in the end its all about risk versus reward. it seems you want no risk for being near the killer, god knows no one fears killers anymore. where as a survivor I want there to be risky plays i want to fear the killer, I want to be worried about if i am near a patch of hooks and might get a exposed status if I am to close to the path he might be taking.

  • @TheLegendDyl4n1 said:

    @EqMonkVeeshan said:

    @Dabrownman1812 said:
    Also op and unbalanced. Similar to d strike unbalance. I like the idea, but it's not worth it for a game. Insidious nearby and take advantage. Any perk that gaurantees success with very little risk reward is bad on either side.

    how is it OP it can easily be avoided? I am a survivor main and I see how bad us survivors can be in this instance with body blocking and hook blocking and this would definitely make me think about sitting under or near a hook with a killer packing some one to it. i would not say it guarantees success. its just the proper risk involved with the activity. you play risky you deserve the penalty.

    have you heard of were gonna live forever? body blocking is literally the point of that perk.

    did you not read this whole thread where I specifically talked about WGLF in my third post? and explained why my perk suggestion wouldn't change it much at all.

  • @SenzuDuck said:

    @Tsulan said:

    @SenzuDuck said:
    "Huge Buff"

    Lol.

    Would you call the exhaustion nerf a huge nerf or a minor nerf?

    I'd call it the right direction.

    It passed the PTB - The people wanted it, so it happened. Just like this up coming "huge" buff. If it passes it'll go in, along with the bloodlust change IF IT PASSES.

    It hasn't even passed the PTB and you're already making posts moaning about it.

    did they release the stats on the survey they did for the exhaustion changes on said PTB that it passed? I personally never saw a survey on it. I honestly think a lot of the uproar over the exhaustion changes is that they didn't bother to do a survey, or get the survey out to the people and take the community's thoughts on the changes into account. rightfully so even the killer side of the community would be kinda pissed about a change that they had no opportunity to critique or give feedback on. but i suspect we will see the anger from them when bloodlust changes come in and with it the infinite loops return to glory. all with out the killers getting that very chance to feedback and critique. see I am a survivor main and I feel the exhaustion changes was great, but it shouldn't have effected some perks like dead hard. and I would have gladly gave feedback to that very aspect in a survey.

  • yea since the 2.0 patch piping as a survivors way to easy. they should revert it back.

  • @Mystoc said:
    no, because there's gonna end being top teir passives, like 3-4 top ones you cant have 12 passives that are all viable choices so you will only end up seeing 3 survivors skins in higher ranks, I can tell you as killer being able to tell survivors apart and who you hooked is very important esp with BBC,

    the cool thing about survivors unlike killer is with enough work they can all be played the same way if you unlock all the teachables, having passives makes it so you will never see some survivors because they passive would end up being a bad one

    as I said I think it be great to have different choices to make passives would be great for survivors no different then killers having different weapon types and play styles. if your afraid of only seeing 3 survivor skins welcome to the club of survivors who only see three killers in the higher ranks. Nurse, Billy and Huntress is the meta you proclaim would be bad yet it works fine for you killers. unless you're suggesting they should make all killers play the same and that would solve the balance issues that the killers have. imagine it all killers play like Freddy. would you love playing killer if that was the case? no? yea I agree it be kinda lame, that is why passives on survivors be a great addition. of course they would need to balance it out. but there should be a difference between the survivors.

  • @Sziosis said:
    I like the sound of it as a killer, but exposed is a bit much. I would say it deafens them to all sounds including your terror radious for 15/20/25 seconds

    I would go for that as long as it also hides the red stain for that long as well.

  • @Oblivion1912 said:
    I don't think another exposed status effect perk is what the game needs considering killers with instant down abilities or add-ons along with perks that do that too such as NOED or Make Your Choice. Some other adverse effect instead of becoming exposed could work but there are too many exposing elements in the game as is and with this perk, it could make killers even more OP

    the reason I suggested exposed as some killers are not high mobile killers or one shot down killers. and this would help them out a fair bit to counter such acts happening to them. as the high mobile killers and one shot killers basically have a variation of this perk built in as most survivors respect the abilities they have and move a ways back. it is the killers that lack this built in danger aspect that needs this type of perk.

  • @dezzmont said:
    As others have said exposed isn't likely the answer here. While survivors need to incur a LOT more risk for interacting with the killer than they do now, that likely has to come from the killer being more able to permanently affect them than by making it easier for them to go down.

    I mean think about it, even if someone goes down BY a hook, it is rather hard for a killer to really capitalize on that on most maps. They can trade a hook for a hook, which is an ok outcome, but they risk being flashlighted or slammed because its very likely other survivors will be ready for a rescue. They can try to defend the hook and the guy down, but that is difficult if they are smart or crawl away. And it is unlikely this will result in downs as the time it takes a killer to hook allows for an extreme amount of safe positioning. A killer who tries to hit the exposed target ultimately is going to just have to go through another chase and likely won't be able to land the hit unless the survivor is so bad the down was free anyway.

    I think the issue with survivor over-aggression more comes from the fact it is zero cost if the killer can't afford to dedicate time to hook you, as the only real things a killer can do to affect a survivor is to incapacitate them or kill them.

    A potential redesign could be to cause the scream to demoralize the survivors and slow down their run speed, so if they try to do that 2 man bait strategy where two survivors constantly in turn agress the hook while never getting close enough to allow a hit, or if they are bodyblocking at the hook or otherwise threatening it even as you are point blank, they basically auto lose the chase. It solves the issue with the current design where exposed really only works on survivors who are bad anyway, by limiting the survivor's options to engage with the hook safely, because suddenly if the killer uses this perk and you were too aggressive you basically auto lose the chase.

    It still likely wouldn't be good, because it doesn't solve the fundamental issue that survivor hook aggression isn't really punishable enough and the killer doesn't get enough for hooking a survivor, but at least it wouldn't be a dead perk in most scenarios.

    However I do like the idea of more killer perks that allow a killer to punish disrespect. Staying near the hook for a hook inherently is risky and aggressive, and it is totally fair for a perk to exist that punishes that without telegraphing. I also like how this perk has a very clear trigger event, much like BBQ, that also has clear strong counterplay, because it allows the perk to have a really extreme effect like 'win the chase basically automatically' without it actually being unfair. Just by not trying to bodyblock the hook but instead waiting in the band between BBQ's aura read and this exposing or slowing you, you can trivially shut down this perk, meaning that as long as you respect this perk the killer is only a 3 perk build, or 2 if you also counter BBQ! But at the same time the perk existing is good because it suddenly creates a metagame where survivors may be respecting a perk that doesn't exist, and even if the killer has the perk they get a lesser benefit in that the survivors don't want to go agro the hook too early.

    There are really good design elements here, it is just exposed is weird and both feels unfair for the survivors while strictly speaking not being very good at countering what actually tends to happen near the hook.

    yea I get what you're saying and I agree with you maybe make them exhausted, hindered & mangled for 150 seconds. if within the range of the scream.

  • yea Kate might destroy eardrums. but it be a good fun perk how I suggested it.

  • @AshleyWB said:
    I wanna stay away from high ranks but I keep pipping. I dont wanna be a bad team member but I want dbd to be fun at lower levels. Try hards, experts and sweaty players are high ranks and don't really let you have fun.

    yep its way to easy to pip up as a survivor i been saying it since the clown ptb. they need to revert survivor scoring to how it was before the 2.0 patch.

  • it is called awareness if some ones not paying attention to the place a killers going to hang some one then they deserve to be exposed. this is a perk to help against body blocking and hook blocking and is really needed. I was gonna suggest a perk that when a killer was carrying some one it would give exposed status to any one within 4 meters of him. this would also counter it but then it would also totally make body blocking no longer an option. where as per the way my suggestion you could still body block and take that chance to help a friend get free at the risk of if he got hooked you might get exposed. also my suggestion would still allow for a person to take a hit while a killer is packing some one to the hook and still get a token for WGLF but at the risk they might not clear the range if there is a hooking.

  • @Dabrownman1812 said:
    Also op and unbalanced. Similar to d strike unbalance. I like the idea, but it's not worth it for a game. Insidious nearby and take advantage. Any perk that gaurantees success with very little risk reward is bad on either side.

    how is it OP it can easily be avoided? I am a survivor main and I see how bad us survivors can be in this instance with body blocking and hook blocking and this would definitely make me think about sitting under or near a hook with a killer packing some one to it. i would not say it guarantees success. its just the proper risk involved with the activity. you play risky you deserve the penalty.

  • @Mr_Digi said:
    Flashlight blind time is 3 seconds.... same as pickup animation now. So flashlightsaves are now impossible unless the killer is stupid enough to look at someone who holds a flashlight... No recovery while running aswell. like if a survivor is able to run the killer around for about 50 seconds, they should be rewarded the sprint.

    And now all killermains will disagree. Killermains.... BNP gives a total of 25% on a gen. You have a perk that allows you to kick a gen and take away 25% of the progression after you hook someone. BNP = useless. You have mori, NOED. BBQ that allows you to see the survivors loccation if they're far away. So why cant survivors have the recovery while running? Yes we have instaheals and DS. But thats about to be nerfed aswell. The devs are basiclly [BAD WORD] up the game now, i understand that they're trying to balance it. But removeing everything survivor sided is not the answer...

    As a survivor main. I would like to take a second to tell you.....just get good man. That is all it takes, these changes are fine.

  • at what rank? i get lobbies instantly at rank 1 for survivor but when i load up to do rank 14 killer rituals its a barren wasteland.

  • oh id say it was bugged if it wasn't consistently taking that long to get lobbies the problem is they made it to easy to pip as a survivor in the 2.0 patch so every one is moving out of these ranks! the reason for this happening, is people have a reason to actually play well to get more points. and shows exactly why they need to revert the emblem changes for survivors back to how they was Pre 2.0 patch! I am a survivor main saying this needs to happen. I am just trying to get my rituals done that is all! survivors emblems need to be reverted back to the pre 2.0 settings

  • just a bump to get more feedback from other players!

  • @Mrrgle_the_Mediocre said:
    I'm not on board for the idea, but I am a guy who likes naming things.

    How about...
    Engineheart
    You have an acute connection to the entity's hatred for light that allows you to feel when a generator is being worked on, increasing your aura reading ability.

    you know I like what you did there in fact when I come up with the idea, my original intention would be it come on a mechanic type killer so it would really go well with that. my original idea was to call it busted knuckles. but i like Engineheart as well.

  • @Cheshire_Cat927 said:
    I like the idea. Might even use it in a future concept of mine if you don't mind.

    I do not mind at all my man, i only ask that you name me in it etc you know. it be a great way to pull killers away from camping survivors on hook. as well as allow them to add more pressure on the map. something drastically needed against SWF teams and with how quick gens get done. I am a survivor main and I am making this as a suggestion. to help bring killers in line with the power they should have. but then again they also need to revert the emblem changes they made in the 2.0 patch as its also way to easy to pip as a survivor.

  • this would probably help counter camping killers as well as they would see the survivors working gens and force them away from a hooked survivor it would also be a huge help against SWF!

  • I had the unlucky privilege of going up against 5 speed hacking killers 3 Myers and 2 Billys in my 6 hour play session last night. seeing Myers stalk walking a crossed the map in two seconds flat is just wrong. and Billys chainsaw sprint being even faster then the nurses blinks was super unsettling.

  • the idea is Versatility. it works well against tunnelers and still offers a minor boost to healing against none tunnelers/campers so you can heal them under the hook quicker. and be on the way. with the new changes to exhaustion that is coming this would be a great way to help counter tunneling. it could also be used by people running Borrowed time as well to be more effective.

  • yea it was pathetic, it was pathetic that Behavior actually selected them to host the official tournament.

  • @allychaan said:

    The russians might've won officially but it was a dirty win. We know who really won.

    you forgot this gem. https://clips.twitch.tv/YawningShyLettuceRedCoat

  • @ZappyBoi said:

    @Kuris said:
    What was wrong with the Hatch Stand Off Rule?

    They changed it to increase viewer ship time. I ######### you not.

    yep from early on it was only about the views and host as per this clip. https://clips.twitch.tv/YawningShyLettuceRedCoat

  • here is a clip about the host and how they viewed the tournament. to them it was just to try to get bigger watch this this is sick. https://clips.twitch.tv/YawningShyLettuceRedCoat they only gave a crap about how they was getting viewers and host. and from this point on they did everything they could to extend it far longer then it need be with restarting matches that should have been counted to forcing overtime by changing rules to suit the desires of them.

  • @Caretaker said:

    @EqMonkVeeshan said:
    see if you think this post is all about Marth's team getting screwed over, you're absolutely wrong.It is not its about the host of the tournament who not only poorly hosted it but also did not follow the rules in other matches. that I even referenced in my opening post further proving that they clearly had no clue what they was doing. if you're coming here to fan girl over some team in the tournament. by all means that is your right to do so. but don't side track this post into your fan girling. as this is about the extremely poor host job of the tournament host. that is all.

    The dude didn't even know Billy could sprint and had 77 hours overall.

    I know that, along with many other things I witnessed inspired me to come to make this post. but then some fan girls tried to make this post into something other then about the extremely poor host choice.

  • see if you think this post is all about Marth's team getting screwed over, you're absolutely wrong.It is not its about the host of the tournament who not only poorly hosted it but also did not follow the rules in other matches. that I even referenced in my opening post further proving that they clearly had no clue what they was doing. if you're coming here to fan girl over some team in the tournament. by all means that is your right to do so. but don't side track this post into your fan girling. as this is about the extremely poor host job of the tournament host. that is all.

  • @Zavri said:
    Emblems are fine atm, they tweaked it so it isn't super hard for a solo survivor to pip anymore.

    it was not hard before. the way they changed it in the 2.0 release made it more or less like a participation trophy, every one gets one now.

  • @BlondeMegPls said:

    @EqMonkVeeshan said:

    @BlondeMegPls said:

    @Zanfer said:
    You shouldn't pip because you only did the generators. Even if that is all you could do it means the killer was not that great and you shouldn't be rewarded for going against a terrible killer...

    What's the aim of the game? If a survivor plays perfectly, what happens? They remain undetected by the killer, are never hit and they do gens and escape. Let's imagine all 4 survivors play perfectly, no one hurt, no one to heal. No one pips under this system. Despite playing perfectly and following the aim of the game exactly...

    except that if this happens you obviously was playing against a killer who was far below you in skill level. and no you should not be givin a pip for walking all over a killer who stood no chance to begin with, play a better killer more in line with your skill level.

    Did you just say I shouldn't rank up for playing against a killer of lower skill level of me?

    How am I supposed to play a better killer more in line with my skill level if I don't rank up to match with them?

    @BlondeMegPls said:

    @EqMonkVeeshan said:

    @BlondeMegPls said:

    @Zanfer said:
    You shouldn't pip because you only did the generators. Even if that is all you could do it means the killer was not that great and you shouldn't be rewarded for going against a terrible killer...

    What's the aim of the game? If a survivor plays perfectly, what happens? They remain undetected by the killer, are never hit and they do gens and escape. Let's imagine all 4 survivors play perfectly, no one hurt, no one to heal. No one pips under this system. Despite playing perfectly and following the aim of the game exactly...

    except that if this happens you obviously was playing against a killer who was far below you in skill level. and no you should not be givin a pip for walking all over a killer who stood no chance to begin with, play a better killer more in line with your skill level.

    Did you just say I shouldn't rank up for playing against a killer of lower skill level of me?

    How am I supposed to play a better killer more in line with my skill level if I don't rank up to match with them?

    it should be this way to prevent people from purposely deranking to have easier killers to just farm blood points. play your next match and hope the killer is better.

  • @BlondeMegPls said:

    @Zanfer said:
    You shouldn't pip because you only did the generators. Even if that is all you could do it means the killer was not that great and you shouldn't be rewarded for going against a terrible killer...

    What's the aim of the game? If a survivor plays perfectly, what happens? They remain undetected by the killer, are never hit and they do gens and escape. Let's imagine all 4 survivors play perfectly, no one hurt, no one to heal. No one pips under this system. Despite playing perfectly and following the aim of the game exactly...

    except that if this happens you obviously was playing against a killer who was far below you in skill level. and no you should not be givin a pip for walking all over a killer who stood no chance to begin with, play a better killer more in line with your skill level.

  • it is way to easy to pip as a survivor now as of the 2.0 release. please revert back to how the emblems was before the 2.0 release.

  • the simple fix is this if the hatch is closed by the killer, make it so the hatch spawns in a new location once a generator is completed and it would be open then both would have to find the new location.

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