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Exerath1992

Exerath1992

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Exerath1992
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  • Update: added 1st survivor and changed a few values in the killer perks

  • Yes! As long as I don't face camp, I don't feel bad. Not my fault if your team unhooked before I was far enough away, or god forbid I choose to chase the injured target because they're easier to track

  • Update: balanced some numbers and fixed terminology inconsistencies

  • No, bad idea. Are there a bunch of brand new players on the forum lately?

  • @ihartTrapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956269#Comment_1956269

    I feel if they do add something like that then there should be an option to turn off the voice chat because when I play any game I don't want to hear people I don't know/trust talking and i feel uncomfortable talking to them but if there was an option to turn off the voice chat then someone with voice chat on could be wasting time by trying to talk to someone with it off.

    @Exerath1992 said:

    -Introduction-

    I think most people can agree that the biggest balancing issue with Dead By Daylight is the difficulty gap between SWF and Solo teams of a similar rank. I think the best way to close the gap between the two would be an in game proximity chat because it raises the coordination of solo players and will reduce the number of teams using an outside chat method. Solo groups will have a rudimentary way to communicate and organize while still leaving the game feeling immersive due to the proximity aspect.

    Why wouldn't people just use discord anyways, you may ask. I have 3 points of reasoning for this. The first reason is that a certain percentage of SWF groups may prefer to use an in game chat in order to respect the spirit of the game. The second is that 2 or 3 man SWFs may want to use the in game chat so they can communicate with the solo player(s). And the final reason is that, if done properly, the game will reward players for using proximity chat in small ways such to encourage use of the in game chat. The breakdown of the mechanics and offerings we could have can be seen below. Please let me know what you think!

    -Proximity chat - Base mechanics-

    -Survivor base statistics: Survivors are able to hear each other faintly at 24 meters and clearly at 16 meters.

    -Killer base statistics: The killer and survivors can hear each other faintly at 12 meters and clearly at 8 meters when not in a chase.

    -Hearing faintly VS. clearly: When hearing someone faintly, you are unable to discern direction, the volume is lowered by 60%, and there is a static background noise. When able to hear clearly, you can discern distance and direction

    -Settings: The option to mute individual players or killers can be accessed from the quick menu during a trial. The option to automatically mute players when playing killer or to automatically mute the killer or other players as a survivor can be accessed from the settings menu in the title screen.

    -New offering: Walkie talkie-

    ~Survivor offerings~

    -Common (white) - Toy walkie: The killers hearing distances are reduced by 4 meters for your voice

    -Uncommon (green) - Used Walkie: Increases your communication distances with other survivors by 8 meters <does not stack>

    -Rare (yellow) - New Walkie: Increases your communication distances with other survivors by 8 meters and the killers hearing distances are reduced by 4 meters for your voice <does not stack>

    -Very rare (purple) - Army Walkie: Increases your clear communication distance with other survivors by 16 meters and the killer can not hear you clearly <does not stack>

    -Ultra rare (red) - Ranger Walkie: Increases your communication distances with survivors by 16 meters, you can see the aura of survivors you can hear clearly, and survivors who you hear you clearly can see your aura <does not stack>

    ~Killer offerings~

    -Common (white) - Bloody hearing aid: Your clear communication distance is increased by 4 meters

    -Uncommon (green) - Broken headphones: Your communication distances are increased by 4 meters

    -Rare (yellow) - Scratched signal jammer: survivors clear chat hearing distance is reduced by 4 meters

    -Very rare (purple) - Mangled CB radio: Your clear hearing distance is increased by 8 meters and survivors hearing distances are reduced by 4 meters

    -Ultra rare (red) - Rewired Walkie: You are able to hear survivors faintly at 24 meters and clearly at 16 meters. Being in a chase no longer affects communication.

    my post about voice chat goes over muting options :)

  • For me its:

    Whispers tier 3: you can use whispers to k ow when survivors are within your TR and then pinpoint them with the ult ability

    Thrilling tremors: good gen info perk, and its especially good on the doctor cause you can shock someone while its active and they can't hop back on

    Tinkerer: mostly for the undetectable because they don't seem to see it coming and the doctor doesn't have any global sounds or very loud passive sounds, so he uses it effectively. The 70% notification is good too

    Pop goes the weasel: obviously a good perk on its own, but great when combined with tinkerer and thrilling tremors. You get a tinkerer notification, go to contest the gen, grab that survivor or down them quickly, hook em, and pop the gen they were working on. Unless its over 95% progress when you pop it, you're guaranteed to get another tinkerer proc on that gen. And if someone took over working on that gen, you know from thrilling tremors and can go get them off of it with a blast

  • @milwaukee354 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960601#Comment_1960601

    Both, you sound like a dbd 2.5 not saying dbd isn't a fun game and I hope they can save this game before it's to late, but honestly I don't think the devs have and are willing to put the amount of money into this game to fix it and people are waiting for a solid and similar dbd game to play, their have been other's like it but the similarities were to far apart why not ship the idea around and see what happens

    Well yeah, the devs don't take fan creations too seriously, I just do it for fun and community feedback. While I am a fledgling game developer who uses unreal engine, I don't envy the devs job to manage this huge game with so many little details. I couldn't make a game this complex for quite a while. I focus on offline game dev more

  • @milwaukee354 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956655#Comment_1956655

    To be honest I don't think the devs would be interested in changing the game that drastically, they're having a hard enough time changing the current game now lol, but what i would suggest is you coming out with your own game similar to dbd and with all the problems with dbd right now this would be the perfect time, and just in case the devs for dbd complain about copy infringement there's plenty of games that's alike. The idea for mortal kombat came from street fighter only difference is the creator for mortal kombat wanted fatalities, so if there's minor changes in the characters and certain elements you can make a game similar,because we all know dbd is having alot of trouble right now and people are dying for something new and if you could fix alot of problems dbd is having from a survivors point and a killers point you could have something major

    Well I just like coming up with ideas like these. Were you referring to the proximity voice chat post or the blood fued post?

  • The hag and hillbilly are clearly a crotchety old southern couple who live in a auto-wrecker yard next to a swamp.

    Billy: "let meh go an pick uhs up sum meat fo dinnah, hon. I'll even brang it home awl nice an cut up for ya's"

    Billy sprints off screaming with his chainsaw.

    Hag starts laying traps near their home.

    Hag (to herself): "stuhpid man, he ain't goan catch no meat runnin' off an' hollerin like dat. You gots ta be real sneaky like. You gots ta lay out some traps, den use dat meat ta bait sum new traps. Dats how ya get meat ta last till da cows come home"

  • @milwaukee354 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956269#Comment_1956269

    Wow you definitely should I'm pretty sure someone that can help might be reading these comments, is this app really owned by dbd creator's

    Yeah, the devs do see what's on here. I just found out there's a "submissions" section to put through a creation or suggestion to be featured. I'm gonna make the proximity chat post and try to put that and some of my chapter ideas and my blood feud game mode in the submissions

  • @milwaukee354 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1955668#Comment_1955668

    Yeah you're right I haven't played killer yet so I'm probably going to keep my comments to myself a little more but one question I do have how come solo players can't communicate like swf players isn't it kind of the same thing

    Well, there's a lot of debate on that. Originally, the game didn't have SWF and was balanced around survivors not being able to communicate.

    Then they added SWF, which was good because without the ability to play with friends the game was dying. They didn't give anyone the ability to communicate in SWF either, but they couldn't do anything at all about survivors communicating on their phones, party chat, discord or by other means. So they decided to say "its not agsinst the rules to communicate".

    But that left them with a huge balance issue, because communication is very powerful. SWF groups would always roll over killers, so over the years they've worked on balancing the game so that killers stand a chance against sweaty SWF groups while still not leaving solo survivors unable to win.

    Honestly, the skill gap between SWF and solo will always cause a balance issue at all ranks unless they level the board by adding an in game chat. But it takes away from the immersion and killers would need buffs to account for the increased survivor coordination. The community is pretty split as how to handle this issue, as there is no perfect solution.

    If you want my personal opinion, I feel like the game should have a proximity chat. Survivors could still use discord of course, but i feel like a lot less would because either they have a solo person in the match they want to talk to, or because they want to play the game as intended.

    Proximity voice chat: Survivors can hear other survivors (or even the killer) talk if within 32 meters, but the killer can hear survivors only within 16-24 meters. The reason the killer can hear survivors talk is for balancing reasons, but he cant hear as far so the survs can warn each other if they know he's coming.

    There could be offerings or even a new item like a walkie talkie that let you talk to each other from farther away, and add ons that let you talk to other survivors anywhere on the map, can see the aura of who's talking, decrease the distance the killer can hear, or even special ones that let you throw your voice to confuse the killer. So much potential! I may make a full post about it.

  • @milwaukee354 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1952017#Comment_1952017

    I just feel like killers have more advantages then what the game naturally gives them

    Between them, survivors can have one person specd for looping, one specd for healing/rescuing, one specd for sabotaging, and one specd for gen repair, and they could still all run decisive strike and unbreakable

  • @milwaukee354 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1952017#Comment_1952017

    I just feel like killers have more advantages then what the game naturally gives them

    I understand why it feels that way when you're starting out. But perks give lots of advantages on both sides. Try playing killer a bit until you go against a SWF group and you'll see how effectively survivors can counter killers abilities and perks. The biggest edge survivors have over the killer is communication, being in multiple places at once, and between them they have 16 perks so they can have a lot more veritility as a group than the killer

  • Update: added clarification on how killers attacking other killers affects perks

  • Yes please, more stuff in the free track!

  • @milwaukee354 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1951270#Comment_1951270

    Ok sorry kind of new, but is that fair heartbeat killers get to be stealthy

    It is typically balanced because survivors have the ever present edge of the 3rd person camera. There are some killers that thrive on undetectable, mainly ones that can use their power silently.

  • @dummer33344 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1951307#Comment_1951307

    No, I think it's another one of bhvr's glitches, all of the killers for me have been like that and none of them were running any of those kinds of perks

    Did you maybe forget to turn on your headset? Lol

  • It sounds like tinkerer, insidious or dark devotion. It could even be a combination of furtive chase and monitor and abuse, because if FC gets max tokens, he would have no terror radius since his base TR is 24

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1836682#Comment_1836682

    So which is it, several gens or 1-2? Saying that keys are op is completely overstated. If 3 people are escaping via hatch then it means four gens were already done. Odds are you were going to lose anyways. If two people escape it means 3 were done and 2 people dead. That still falls short of “several”. The only way you can bypass several gens is by killing all except one and by then a key is unnecessary except reopening the hatch after the fact.

    You fail to take into account the "3 gen" situation, where a setup killer such as hag or trapper loses a lot of ground in the early game but is formidable after they've secured a good 3 gen. Once you get a SINGLE kill, then the rest of them just find the hatch on the other side of the map and bounce.

    The game is set up in such a way where it gets harder for survivors as time goes on but easier for killers because less gens means you can more easily predict where survivors will be. Giving the option to hatch at end game significantly neutors killers with set ups, or perk builds based on tokens or exit gates

  • The game is mostly balanced most of the time (not talking bugs)

  • I like this idea, but as people have said, it has many flaws, especially with killers working together.

    Check out my big team game mode, where the 2 killers compete against Each other for kills, while 2 survivor teams compete to escape faster.

    https://forum.deadbydaylight.com/en/discussion/208087/new-game-mode-blood-feud-please-read-and-comment#latest

  • @SilentPill said:

    https://us.v-cdn.net/6030815/uploads/MTSLQO901EMS/1f2972a6-f253-4e65-888e-1749b0f57c5c.png

    This is probably my favorite build on him. Corrupt Pop is the killer meta.

    His main weakness is windows, so bamboozle is an obvious choice.

    Monitor is good for closing the gap and finding people.

    Other good perks would be Infectious Fright, Whispers, Agitation.

    You should basically be chainsawing around almost every loop. There’s not much reason to M1 unless they are about to vault a window.

    Best addons are the chili. I like the recharge one as well.

    This is a good build but I would suggest discordance over M&A, to catch them in groups.

    @op:

    He's good at downing multiple survivors when they bunch up, and can move a good bit faster than survivors when using his chainsaw. Can pre-rev to bait a pallet drop and get a faster break. When using the power, use your chainsaw charges when the bar reaches the charge number (aka right when the power is about to end)

  • Killer main here, and that's an okay use as long as you didn't teabag during chase.

    Ya know what would have been even cooler? Do the "come here" wave as if to say "come at me bro, just do it!". Honestly. I might just walk away from a survivor who did that when cornered lol

  • Can we make all survivors Insta die when downed until they fix the hiding under hooks and generators when in the dying state bug?

  • Minus touch is okay, maybe a bit weak

    Lightbane is waaay too strong. Getting rid of the explosion would make it a bit more fair, but I would also limit the gen blocking to only generators that were being repaired when you preformed the break action, reduce the blocking time to 20/30/40 seconds and give it a cool down of like 80 seconds. Completely blocking all gens every time you kick a gen for a whole minute with no cooldown and an explosion would make it where you could easily win every game

    Sinister equilibrium seems really cool, but the 5 tokens seems a tad unfair. I would say change it so that collapse starts as soon as a survivor starts opening the exit gate

  • So the base ability is awesome, I love it. The minds eye ability is busted, no way its fair to the survivor at all. You're basically saying "if you break LOS, then you are blind" meaning its impossible for them to win a chase. Maybe it could work if the power deactivated upon losing LOS for 2 seconds? Still though, controlling the survivor would be super hard. I think its best to drop the power or make it something else entirely (maybe something that lets you interact with 2 lockers to turn them into connecting portals. If you look at my chapter idea "the nameless" you can steal my portkey power idea)

    Ill take a look at perks next

  • I think its a good combo dependant on killer. Trap killers and high mobility killers that can defend the lit totems well can use it nicely.

  • @Dwigtht said:

    https://forum.deadbydaylight.com/en/discussion/226692/can-someone-explain-how-to-me-how-to-program-a-game

    Sure thing. But this won't happen in one evening or so, so if you are ready to try -- go ahead. You might get bored, confused and overwhelmed during this learning time, but if overcome this unpleasant feelings -- you might not only understand how the games are being made, but also learn a valuable skill and may be find yourself a high paid job and buy all the games you want!

    DBD is written with Unreal Engine and C++ programming language. This combination gives the developers a great performance optimization options, but has a high entry bar.

    There are simpler and more beginner friendly options, like Unity 3D Engine and C# Programming language.

    You would need to download and install:

    Unity 3D Engine: Pick Individual (Free) license and follow the documentation

    https://store.unity.com/#plans-individual

    Microsoft Visual Studio Community Edition for C# Development. You don't need it right now, but you gonna need it soon.

    You might also need Blender 3D Modelling Editor in future

    Go through the Unity getting started guides and than through the tutorials.

    All those tools fit together as well as BBQ and Chili and Hillbilly

    With this one you would learn how to create a simple 3D Game:

    Roll-a-Ball

    https://learn.unity.com/project/roll-a-ball?uv=2019.4

    Good luck!

    Actually, blender and unreal engine work together pretty well because of FBX files IMHO. And unreal is so much easier to get started on than unity because of visual scripting (which i doubt BHVR utilizes)

  • So, like people have said, a lot of complaints are actually about the design of the game. But actual bugs are a programming issue. The reason why bugs pop up in this game so much and are difficult to fix is how complex the interactions have gotten over the years this game has been out. Every single perk, stat, power, item, killer, intractable, add on etc has to be able to interact with so many other things, and every single thing has to be accounted for. And your be surprised at how strange the source of some bugs are. You didn't program a Boolean of this add on correctly? Now the exit gates don't work for the person who used that add on, and just trying to find that one bug source out of the tens of thousands of possible sources takes forever.

  • @MrBuffalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1939060#Comment_1939060

    Hmmn i'd say my view on tunneling is "the second the survivor is unhooked you go right back to them no matter what you're doing, even if you're mid chase with another survivor" and yeah he can tunnel all 4 survivors ive seen it many times. Go for the survivor that was just unhooked down them take the D strike then hit them and leave them on the floor. Eating 4 d strikes is almost impossible unless you are going out of your way to tunnel (unless they do what most dumb survivors do with d strike, run at the killer)

    Also, at first I thought you were referring to the otz video, but now I see you're responding to the random comment saying he ate 4 DS's. I doubt he would have mentioned it if he was tunnelling though

  • But that's generally not what would happen. The survivors who have DS active will play boldly, body block, do gens or unhook in front of you, etc because they know they're safe with the DS/UB combo. Those that legit get tunneled, sure, they deserve the DS. But I avoid tunnelling and survs constantly try to abuse the perk. That's why making it where they can't do anything without deactivating the perk is fair. If you're REALLY being tunneled, then you get the value. Why is the nerf actually a problem if you're not abusing it?

  • @MrBuffalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1939023#Comment_1939023

    I mean if ur eating all 4 DS's then yeah kinda sounds like you were.

    Lol, so you can down 3 people, switch targets constantly, get them all downed quickly, and "he ate those DS's because he tunneled"? What is your definition if tunnelling?

  • @ArthurPadula said:

    NO DS NERF. YOU HAVE NO IDEA THE RATE OF TUNNELING KILLERS TO SURFACE WILL BE. Killers don't like DS? Quit F'ing tunneling off hook.

    Bro, the nerf doesn't take away the anti-tunnel at all. If you get tunneled off hook, you'll get the value. What it does is keeps DS from being an offensive weapon. You can't go unhook in front of the killer, you can't go do objectives and then hop back into a current chase to take a hit. Basically, now its ONLY an anti tunnel perk and you guys are so mad that it can't be used as a weapon

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/226625/dear-survivors-please-us-ds

    Ate you asking as a killer who is tunneling. Or are you a survivor who doesnt have ds, and needs someone else to run it so you can pretend to have ds.

    I'm wondering this as well. Like "I'm a killer and tunnelling is making my games too easy" or "I'm a survivor and tired of losing my team mates to tunnelling"

  • I'm with you man, the only thing people like to do on this forum is gripe. Ungreatful and unnecessary

  • Dear @Funcle1983 ,

    You can be upset about the battle pass grind, but its a separate issue. You seem to think that people only play this game for the bloodpoint/rift fragments/ iri shards, but that's simply not true. I would rather actually play the game than get easy points. Its just rude, bankable, boring for both parties, and undeserved rewards. Sure, it worked before so you did what you felt was necessary, but now that they've removed your farming loophole, don't get your panties in a twist. You shoulda known it was an exploit that was going to be removed eventually

    Sincerely, a killer main

  • @PanPan021 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1932099#Comment_1932099

    Okay so here is what I came up with:

    Killer:

    Blizzard: All survivors suffer the oblivious effect after working on a generator for 10/7/5 seconds. The effect lasts 3 seconds after letting go. I could also work it like an oblivious mind breaker but then I thought it would lose its uniqueness in a sense (even now it's a bit similar).

    I think "You're on Thin Ice" is okay in my opinion so I didn't make any changes. I feel like the broken effect in chase doesn't do much and the stagger would be okay I guess but like... I don't know. I understand on maps like Haddonfield and the Game but being honest the Game doesn't have many drops unless you utilize them which most of the time isn't often and Haddonfield is survivor sided anyway so it wouldn't be much of a loss. I appreciate the feedback, and I'll see what others have to say about it. Any other thoughts on it/suggested changes? I don't know I feel like making it only in chase would be a bit redundant at times... I could make it so that way the broken effect doesn't like stack or anything. That can be redundant.

    Hex: Common Cold: Anytime a survivor interacts with the obsession they scream and become exposed for 5/10/15 seconds and becomes the obsession. Every time the obsession switches, survivors gain immunity for 15 seconds.

    So I didn't want to play into the usual obsession perks, and I understand how it can be a bit OP so I lowered the timer and granted immunity and switching. So it's almost like a walking Iron Maiden, the only thing is unless you're rescuing, this perk would get destroyed by SWF but even then I think it's solid with this change because now it isn't as much rapid information but you still get value... I would hope. Thoughts?

    Survivor:

    Customer Service: Each token also would grant a 5/10/15% to healing as well maybe? Also, I understand the whole SWF thing but I feel like that would just screw themselves over. What if I lowered the amount you got per DC?

    Chance of A Lifetime: When hooked for the second time Chance of a Lifetime activates. Succeed three extremely difficult skill checks in a short period of time to gain a short pause in your struggle timer for 3/4/5 seconds, giving you 1 attempt at unhooking yourself, with a 25% chance of successfully unhooking yourself. Chance is affected by luck offerings and the perk Deliverance

    I feel like 5 seconds is enough time to do it, if it's too long then it may be broken in my opinion especially when paired with camaraderie (then again, camaraderie would be a sucky perk still lol.) I don't know, I just feel like 20 seconds for paused time is too long you know, and since it's one attempt you don't need all the time in the world. Thoughts?

    And yay! I'm glad you liked On the House. God trying to create an exhaustion perk is kind of exhausting (no pun intended). I'm glad you think it is balanced out. Anyways, I'm glad you enjoy that one. Those are my proposed changes. What are your thoughts?

    Good changes man, sounds fine to me. I kinda liked the power more before it was gen related, but its a cool one either way

  • @LuluTheLion14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1926855#Comment_1926855

    Survivor has now been added. I tried making perks based around her character. I’m not sure about Pre-historic Find. It seems like a good perk to get items that are no longer In the game. That’s why I think it’s good, but it might be too hard for the devs. 😂. Please, if u see this. Just let me know what u think! 👍🏻 Thank you.

    Tricky but quiet: a perfect candidate to be an obsession perk.

    Fossil fuel: I would reduce the totem cleansing speed to 10% or 15%. It seems like it Would be a bit too fast, but I may be biased as a killer main.

    Fossil fuel sounds fun, but i see what you mean, it may be a balancing nightmare for the devs

  • Its very useful, but I'm not about to debate to change your mind. You have to have skill and critical thinking skills to use it properly, its okay, just keep playing your favorites buddy

  • -Survivor perks-

    Customer service: not a bad perk, albeit a bit neiche. You should remove the DC aspect though, as SWF teams would abuse it. Without that, its a bit underwhelming, but what if you added that 3 tokens lets you hear the hatch from 25% farther away?

    Chance of a lifetime: seems fine, not much to say on it. Maybe define the amount of time you pause the struggle timer. 10/15/20 seconds maybe?

    On the house: I really like it, basically a DS stun but also gives them a spirit fury activation as trade off.

  • @PanPan021 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1927839#Comment_1927839

    Lol you are all good, with that in mind anything I should change to the change (lol)?

    Not much more on the power aside from the thought that it'd be really cool if you could swap with a survivor at any time in certain conditions, such as if you hit a survivor within x seconds of swapping, but that's just an "I wish" thing. The power is great with your rework.

    -Perks

    Blizzard needs some kind of qualifier, as being oblivious for ALL objectives is too harsh. Maybe add that its only while doing cooperative actions, only while holding an item, only while injured, healthy, or exhausted Or something else. I think an interesting qualifier would be "only while their action speed is being increased by a perk or item". Also, it needs something to be tiered based on rarity. Maybe after performing the action for 8/6/4 seconds.

    On thin ice is interesting. May be a bit harsh in those maps you have to drop down often in. Maybe add the qualifier "while in a chase"

    The common cold: a hex AND obsession perk is interesting. I was toying with the idea myself. The problem is that yours is very strong, as people would be exposed and revealed way too often. You could drop the scream and it would be balanced, but I would play into the typical obsession format to make it more interesting. The obsession gets a minor speed boost when performing actions alone would offset it. (Obviously the speed boost would be lost when the totem is cleansed)

    I'll look at the surv perks at a later time. Hope these tips helped

  • I like it, you guys are just too lazy to train your brain to look where you need for the information you're looking for

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