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Fibijean

Fibijean

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  • @Rareware0192 said:

    Thanks for the advice guys. I think ultimately I’m going with:

    Autodidact/Empathy/We’ll Make It

    Second Wind/Off The Record/Dead Hard

    Any Means Necessary/Window of Opportunity/Lithe

    Now I gotta grind BPs!

    I'll just add for consideration's sake, the only reason I didn't recommend We'll Make It with Autodidact was because Autodidact works best when you get lots of skill checks, and the faster the heal is, the less likely you are to get a lot of skill checks, so the two kind of step on each other's toes a bit. It's okay if you still want to use it, just something to take into account.

  • @EntityDrudge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221109#Comment_1221109

    You mentioned division and toxicity. It would in no way make the community more toxic. That's why I said it is not divisive in that way

    I disagree - I think the root of toxicity in this game is the division between players, the "us versus them", the "I got mine" attitude. Encouraging further division between the survivors would only make that worse.

  • For the first build, something like Solidarity could possibly work, since healing others will benefit you too. Spine Chill is another good alternative, since it increases Skill Check frequency when the killer is looking in your direction, which would help you get more mileage out of Autodidact.

    As for Second Wind, maybe something like Aftercare (which is a pretty underrated perk in my opinion), or anything that helps you not get downed again quickly. So Iron Will or Off The Record could work (but not both together). Sprint Burst to help you get out of there quickly is also an option, or something that removes or reduces scratch marks like Dance With Me or Lightweight.

    As for the third build, Alert or Lithe could work well. Alert, because it will let you know when the killer breaks a pallet, and it's just a good perk in general, and Lithe because it will help you get more value out of WoO.

  • @EntityDrudge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221102#Comment_1221102

    It's not encouraging division, it's picking a game model and sticking to it. Your game is either 4v1 or 1v1. Cant balance around both ways. This just makes it 1v1 and if someone helps you that's a bonus.

    You said yourself that the idea was to discourage teamwork and turn the game into a 1v1 instead of a 4v1. In what way is that not encouraging further division between the survivors?

  • I have to say, I can't see how encouraging more division between players is going to help toxicity levels any.

  • @oxygen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221069#Comment_1221069

    I'd assume most ideas like the one proposed in this thread would still make survivors identifiable in-match, even if their more persistent usernames on whatever platform they're playing on were hidden. So you'd have Claudette 1, Dwight 1, Meg 1 and Meg 2 or something like that as anonymous names that still allow players to keep track of what's happening to who during the match and such.

    EDIT: Of course that means the whole reporting system would basically have to be changed, as you can't exactly do the "report in game AND submit a ticket" thing.

    To report someone via a Support ticket, which is pretty much required for hacking since you need video evidence, you do need their individual ID, so you would need to know their username at some stage. Perhaps a good compromise would be to have the usernames revealed only after the match, so that if people want to report or friend the other players, they still can, but it prevents targeting before and during the match.

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220373#Comment_1220373

    Darn, here i was thinking i was on to something lol. Thanks for the feedback, really appreciated.

    And all this is assuming they revamp the tutorial because the ones they have right now are severely outdated and only tell survivors to do gens, hide, and unhook. If new players were properly told how to loop then it will be a lot easier to retain them with no sbm.

    It also would allow the devs to embrace swf with them being able to properly show them the ropes a bit easier than rank 19 timmy being in rank 1 chad's lobby lol.

    We may have differing opinions but i firmly believe this is a healthy general idea at the very least. Will end a decent amount of the games problems.

    Oh and honestly the game currently doesnt give a rats ass about the new players anyways lol. Killers rank up too fast and get sat by competent greens really easily while survivors struggle to claw their way out of the camping no gen finishing hell known as brown and yellow ranks lol

    Oh and most my points are just my ideas at the time. Legit no coherent process of them being typed lol. Once again thanks for responding and sorry if i sounded a little too closed minded lol

    Not at all, I understand where you're coming from. I even agree with you to some extent about the tutorials - while I think they're generally better than people give them credit for, because you can only include so much without overwhelming people, there is definitely room for more and different tutorials to be added that would help new players get their bearings better.

  • Yes, but only after a few seconds once they stop moving. If you pay attention after they hook the person, you can still tell if they're Insidious camping if they go a few feet away, stop moving, and then disappear.

  • Rank only means nothing because the system is so badly designed. When people say rank means nothing, they don't mean skill means nothing, they mean rank is not an accurate reflection of skill as it purports to be.

    The fact that rank 20s are not on a level with rank 1s will be true regardless of whether ranks exist to showcase it or not. Removing ranks won't make new players suddenly good enough to be fairly pitted against veterans.

    Sure, being paired against good players will make new players improve faster - assuming they don't quit the game first because being stomped match after match is demoralising and not fun for the majority of people. At the point where you're following that up by saying "it will make balancing easier because the developers won't have to worry about rank 20s' fun", it comes across like you just don't care if new players have a good time, or at the very least haven't properly considered this from their perspective. Again, whether or not ranks exist has absolutely zero impact on balancing, because new players and experienced players both still exist and need to be accounted for if the developers want the game to survive.

    I'm not saying any of this to be mean - ideas and feedback, expressed constructively, are always a good thing - but I strongly disagree that removing skill-based matchmaking would make the game either healthier or more fun, at least not for the reasons you've provided.

  • In addition to the above, the other thing you can do is bring Kindred. It's a very useful perk regardless, but it also lets you know when a killer is camping so you don't waste your time going for the save. If you're the one being camped, it does the same for your teammates.

  • I just think something to the effect of "better watch out for that one" and proceed as usual. I remember who the key user was, and try to keep track of the key and whether the hatch has spawned as the game progresses. I might try to distribute hooks more evenly than I usually would to ensure that the hatch spawns as late as possible, if at all.

    I don't consider it very useful to tunnel key users, since unless they're using a particular add-on, someone else can just pick up the key after they're dead. At least if the key user is alive for most of the game, I know exactly where the key is at all times, rather than having to worry about who picked it up after they died.

  • Ouch, that hurts to look at. That really sucks, mate, I'm sorry 🙁

    As for why this is the case, it's because when those achievements were first introduced, "Merciless Victory" meant a 4K. When the ranking system was overhauled and Emblems were introduced, this changed how the game defined a Merciless Victory, which meant that the achievement became much more difficult as a result. Unfortunately, the devs were then unable to change the achievement, because while Valve doesn't care, Microsoft and Sony won't allow developers to make changes to trophies unless they are no longer technically possible to achieve (which the Adepts obviously are). And presumably, the devs want to keep the achievements consistent across platforms wherever possible, so this is what we end up with.

  • The Song Bird Slip Dress, like the other cosmetic rewards from the Howling Grounds and Scorching Summer BBQ events, was not given out to all players, but only to those who had earned it during the corresponding event and later lost it due to a glitch in the game. However, those that did earn those cosmetics received them regardless of whether they owned the character in question. So if you unlocked that item during the Summer BBQ event, but didn't own Kate at the time, then you should get the item regardless. It would simply not appear in your inventory until after you bought the character. This goes for all cosmetics bought or unlocked for characters you don't have. But in the case of the Song Bird Slip Dress, if you never earned the item during the event to begin with, you won't receive it regardless of whether you buy the character or not.

  • I play solo too, but when I SWF it's just because I want to enjoy games with my friends, and there's nothing wrong with that either. Being hardcore is great and all, but you shouldn't need to put other people down to boost yourself up.

  • @The_Bootie_Gorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219634#Comment_1219634

    What is determined as behaving badly? Using noed? moris? using allowable in game mechanics/strategies such as tunneling/camping? Teabagging? Slugging? Flashlighting? Locker slamming? Using "no skill' perks?

    The devs have a list of bannable offenses already.

    If your mental state is beaten because of the situation you are experiencing, why play a game that could potentially add more stress to your mental state?

    Sometimes we need to step back and decide if something(in this case dbd) is worth the added mental anguish.

    It's not my point - I was just trying to clarify it for the person who didn't understand. However, the OP themselves did explicitly define what they meant by "toxic behaviour" in their original post, so I would suggest going back and rereading that for more clarity.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219648#Comment_1219648

    I was just concerned that they didn't address griefing. I don't think they were blurring anything, but I know the road they walk only gets blurrier. Like someone said above, there is a lot of "cheesy vigilante justice" going around and I hope that a wholesome thread like this isn't corrupted by it. It appears it largely isn't, which is a relief.

    That's totally fair enough, and I get what you mean - some people do like to try to justify things like that because they had a bad game before or because the person moried them last week. But I would hope that OP can also agree that the "anything goes" idea is limited strictly to strategic gameplay, and doesn't justify things like griefing by any means.

  • I know! I've often wondered why more of the in-game cosmetics and charms aren't available in the merch store. If they want to make more money off their cosmetics, which presumably they do, that's a great and fairly obvious way to do it.

  • @Waffleyumboy said:

    There's a difference between winning the game and ruining a player's experience. Don't blur the two, please.

    I don't think OP is blurring anything. Sure, it's nice when people play nice. And there is a difference between doing things for strategic reasons and doing them just to be a jerk. But it should never be expected that people will play nice if it's in their strategic interests not to, and if anyone, killer or survivor, gets upset with another player for using everything and anything at their disposal to win (within the rules of the game, of course), that is 100% the accuser's problem. Mercy is nice when it happens, but it is, by definition, never owed.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/144973/a-plea-to-all-players-and-devs

    Not to sound rude, but what are you talking about? I feel like you said a lot of words but I’m still unsure as to what point you’re trying to make. I want to hear your plea but I don’t understand it. Could you simplify a bit for me?

    Basically, the point being made is that people's lives are hard, and some people's lives are incredibly hard right now, and it would be nice if we could all have a bit more compassion on the people on the other side of the screen and not go out of our way to ruin their fun. Secondary to that, OP is also asking if the devs might consider being more harsh in punishing those who are incapable of behaving decently towards other players, in order to minimise the negative effects of their behaviour on the rest of the community.

  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218668#Comment_1218668

    So if killers who need specific perks so do are survivors with all their 4 meta perks? They are bad players right?

    (sorry go back from a SWF game you will know what that mean)

    Yes, the same goes for any player. Perks are great and useful. They are designed to let you do things that you might not have been able to pull off otherwise. But if you cannot win (not "don't always win" or "win less" but "can't win ever") without using particular perks, then you're not a very skilled player.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218668#Comment_1218668

    "Killers who rely on specific perks to do well are not good killers"

    While I think I understand what you mean, this sentence sounds very elitist and unhelpful to this particular players problem. They don't have the experience to be a "good killer" and as a newer player do need perks to help them with any weakpoint in their build or playstyle.

    If they have problems following scratchmarks they'll need predator.

    If they have problems following blood they'll need bloodhound and sloppy butcher.

    You need to remember that you're talking to a newer player who doesn't have the experience and skill you do to be able to play as a perkless killer and do well against a group of survivors with much more experience than you.

    I think you misunderstood the point I was trying to make, but it's worth clarifying in case someone else did as well.

    In saying that, I wasn't trying to suggest that the OP shouldn't use perks or that using perks to help you makes you a bad killer. I was specifically talking about the other "gamers" who are apparently telling them that they have to get certain perks in order to do well in the game. There is a difference between using perks to boost your abilities and believing that perks are the only way to succeed. What I was trying to say was that those people who were implying the latter probably rely overly much on perks themselves, which is why they are advising new players to do so, and are probably not actually very good at the game. Therefore, OP should be cautious about modelling himself after those people or taking their advice too much to heart.

    The idea wasn't to discourage him from using perks, but to encourage him by letting him know that he isn't doomed to lose as long as he doesn't have the right perks, because he seemed to be getting pretty down about that based on some dodgy advice.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218378#Comment_1218378

    I'm of the opinion the devs will eventually get around to tweaking all the more controversial perks. Maybe I just have too much faith lol

    They might, but my experience is that at the end of the day, they still call the shots, so when it comes down to a difference of opinion between the game designers and the players over whether a perk is an issue, the player opinion is considered but the game designers make the final decision.

  • @PrettyFaceKate said:

    It's working as intended. If you read the Amber's or the Tokens' descriptions, they expressly say that the add-ons can be attached to the key to channel its Aura-reading ability. That mention is not present in the UWR description. The channeling action is what consumes charges.

    As for the reasons why it was created like that, I can only speculate. Considering that the add-on only reveals the obsession aura, it would have been really underwhelming if it required channeling, despite its unlimited range, especially compared to the Gold Token. The fact that the aura is revealead at all times makes it a little more appealing, although I think it still doesn't justify the purple rarity.

    That's an excellent point, I didn't see that part in the description. Good catch!

    @MrDardon Ignore my response, this one is better 😋

  • Firstly, it's widely known that the matchmaking is terrible, but the good news is that we should be getting a new matchmaking system soon that will hopefully fix a lot of the issues with the current one.

    Secondly, perks don't make as much of a difference as you've been led to believe. Killers who rely on specific perks to do well are not good killers. You would be better off looking into ways to improve using that killer's power (and possibly add-ons) without worrying too much about your loadout. By all means work your way towards unlocking teachable perks on the other killers, but don't look at perks as your ticket to success, or the reason why you're not doing well now, because they are neither of those things.

    Also, if it helps, while it is demoralising to get crushed game after game, sometimes it can help to boost your morale if you remind yourself that the reason you lost was simply because those players are better and more experienced than you are, and that is to be expected and therefore there is no shame in losing in a situation like that. If you're getting matched against high-ranked players all the time, you can look at each game as a learning opportunity rather than a potential win. Learning is the goal, winning is a bonus. (The only reason I recommend this is because it's the mindset that I've trained myself to have when I'm learning a new killer, and I've personally found it extremely helpful.)

  • I'm not sure, that seems very odd. It honestly sounds like a bug, especially since there's nothing in its description to indicate that it should differ from other key add-ons in that way. You could always report it as one (https://forum.deadbydaylight.com/en/categories/bugs) and that way you'll know for sure, whether they acknowledge it as a bug or mark it as an intended feature.

    That is, unless someone else comes along to explain that it is actually intentional and, ideally, why.

  • I did take the time to hear you out, but I still think that Self-Care is in a good position where it is right now and doesn't need further nerfs.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218240#Comment_1218240

    You both make great points. I'd just like to see more effort right now because that patch was a while ago and map fixing takes too long for such a long standing problem like this.

    That's true, that is the main downside to the spawn locations plan, as I mentioned - it's better in the long run, but it takes longer to implement.

    I'm not sure how easy it would be to modify the map generation code such that totems could not spawn in LOS of generators, but if it is a fairly simple process, perhaps it's something that the devs could at least test internally as a temporary fix until the spawn locations have all been adjusted.

  • @kld3169 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138828#Comment_1138828

    Never said "thanks" for the reply. Now I realize except for NOED there will be a LIT totem at the start if they have a HEX. Maybe we get lucky and cleanse NOED before it activates even just by cleansing 1 totem - the right one.

    No worries! I should clarify what I meant about NOED, though - all hexes are assigned to a random dull totem at the start of the game, with the exception of NOED. NOED doesn't activate until the generators are all powered, so it doesn't get assigned to a totem until that point in the game. What that means is that, if there are any dull totems remaining on the map when the last generator is powered (or if the killer closes the hatch), NOED will be randomly assigned to one of those. If there are no dull totems on the map at that point, NOED won't have a totem and therefore won't activate. So in order to disable NOED before it activates, you will need to cleanse every dull totem on the map, because if you don't it will just get assigned to one of the totems you didn't cleanse.

    Hopefully that makes sense - let me know if you have any more questions 😊

  • Slugging is overrated as a method of applying pressure. It only works if you really know what you're doing and employ it when the time is right. As @PrettyFaceKate explained, there are times when it's appropriate to slug, but most of the time, actually hooking the survivors you down will put more pressure on the other survivors, and get you closer to your ultimate objective of killing them outright, than slugging will.

  • If NOED were to be reworked, and disregarding the numbers since you said they were changeable, I wouldn't mind if this were how they did it. I'm just not convinced that it needs a rework to begin with.

    In other words, I'm fine with this as a hypothetical change, but also "if it ain't broke, don't fix it".

  • You shouldn't. It depends a lot on your platform and region as well. If you're worried about finding matches, I would recommend playing during the evening, between around 6-11pm, because that's when the most people are online. Sometimes you might need to join the queue and then just watch YouTube or something while you search for a match, but it's rare for the queues to be more than 5 minutes long, and usually (at least in my experience), they're about 1-2 minutes.

  • They do it because it makes them feel better about themselves, and because they're insecure and mean-spirited enough not to care or even to get enjoyment out of thinking that they hurt you.

    That's the gist of it.

    The other possibility, if they genuinely think that you wronged them in some way, is that it gives them a sense of righteous justice to feel like they "got you back". Still speaks pretty badly of their character, though.

  • It would be nice if everyone could be supportive of one another. Unfortunately, too many people operate from a moral position of "I only need to care about other people's wellbeing if they care about mine" for that to ever be possible.

  • Such data does exist, but we (the players) don't have access to it. The devs do, and they have mentioned it on occasion in the past. All we really know for sure is what AsePlayer mentioned about Self-Care being used way more than any other survivor perk (about as much as Ruin used to be, I believe), and also that Lithe, interestingly, is used more than either Adrenaline, Borrowed Time or Decisive Strike.

  • @Oicimau said:

    So today a MM Tier 1 with aura reading addon saw me all the time in his screen along the match. LoL

    Bummer! It's pretty rotten luck to come up against a Scratched Mirror Myers while running OoO, but sometimes that's just how it goes.

  • @Lmronby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1217880#Comment_1217880

    What's the point in them spawning at all if the generator can see them Anyway?

    I get your point, but I'd rather 1 group of people (experienced players) having a good chance of finding a hidden totem; over 2 groups of people (experienced and inexperienced) having a 100% chance at finding the totem just because they can see it from a gen

    It's certainly not ideal, but I do think the experienced players are the ones that we ought to be concerned about in this case, since it's the killers going up against the experienced players that need the help most. As I said above, I think simply changing the spawn locations or adding LOS blockers on the maps is a far better solution, even if it does take more time and effort to implement, and one which, as I understand it, is already in the works.

  • @Thatsmartguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218108#Comment_1218108

    I like the point you make it makes alot sense people should just understand u got out played and call it a day. At the end of the day its a game that shouldn't effect u in real life but ig it does.

    Yeah, some people have trouble keeping things in perspective, but ultimately they're only hurting themselves.

  • You won't find a rational explanation for it, because there isn't one. Essentially, people don't like feeling foolish or inferior, and for some people, being outplayed in a game makes them feel that way, and so they project their feelings of ineptitude and inadequacy onto their opponent(s) to make themselves feel better. It's childish and stupid, but there it is.

  • As per my second comment above, that was pretty much the conclusion we came to.

  • Assuming you're talking about toxicity in the sense of saying rude or abusive things to the other players, and not just something like teabagging... while the impulse may be understandable, that doesn't make the action justifiable. I think that's an important distinction to make.

  • This isn't a bug - NOED only activates on basic attacks, which doesn't include things like Shred or the Pig's dash attack.

  • This isn't a bug. The requirement for the killer Adept Achievements is no longer 4 kills - this was changed in 2018 with the introduction of the Emblem system. You have to achieve a Merciless Victory (aka a "double pip") while using the character's three unique perks to unlock the achievement.

    Incidentally, the achievement doesn't care what add-ons or offerings you bring, so feel free to bring the strongest ones you have to increase your chances of earning all the required Emblem points.

  • Killers can always see your aura when you look at them with OoO. If the killer is Undetectable, you won't be able to see theirs. So killers like Myers in EW1, Pig while crouched, Wraith while cloaked, Ghostface while in Night Shroud, Demogorgon after emerging from a portal, Nurse using the "Bad Man's Last Breath" add-on, or any killer with Insidious, Beast of Prey, Dark Devotion or Tinkerer active will not reveal their aura to you if you look at them using OoO, but they will still be able to see yours.

  • I have played League, and I like it, but I think the issue is less of lore friendliness and more of moral responsibility.

    The main point of doing a crossover is to boost the popularity of both games by encouraging their audiences to mix. Dead by Daylight is an adult-rated game (17+/18+ depending on where you live). The only other game that DBD has done a crossover with before, Left 4 Dead, is also rated for adults. League of Legends is rated for teens. By partnering together, Riot and BHVR are encouraging LoL's hypothetical teen audience towards a game (DBD) that they have been officially deemed too young to consume, which is morally irresponsible and could land both of them in some hot water.

  • @elvangulley said:

    i love how a total scrub is trying to discredit doctor players while complaining about not being able to beat any of them seems like the only one lacking skill is you maybe you should get good before calling out a mid tier killer thats owning you

    OP said himself "I guess it's just a matter of time to learn how to deal with it". In other words, he already admitted that he needs to "git gud". The post wasn't a complaint about Doctor, he was asking whether his difficulty is a problem with the game or with him, which is an excellent and admirable question to be asking himself and one not many people bother to.

    I'd recommend reading what people are actually saying next time before you jump straight to calling them names.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1217880#Comment_1217880

    Ok that's fair, but if they spawn right next to a generator, which is the survivors main goal, they're going to go to it eventually and it's literally right there without any effort hunting for totems. We need better totems hiding spots and more of them I agree, but of they spawn in front of a gen that's just a wasted totem spawn.

    I agree better hiding spots is probably the answer. Rather than restricting the spawn locations with a rule in the programming, I think repositioning the spawn locations and/or adding LOS blockers (the hedges on Springwood being one good example) is the solution in this case. It would take longer to do, but would work a lot better in the long run.

  • It is important to take into account the run-on effects from that. The more limitations that are put around totem spawns, the fewer possible locations there are for totems to spawn, and therefore the easier they are for experienced survivors to find. There are seven generators scattered around every map - if totems were forbidden to spawn within LOS of any one of them, there wouldn't be a lot of spawn locations left.

  • Of course it was extremely useful, it gave map-wide aura reading on all survivors every time you picked someone up. "Decent" is a huge understatement. If we disregard the bloodpoint bonus on the latter, it was a much better perk than BBQ. I'm honestly shocked that it even made it to a public build in that state.

    The intention of Hangman's Trick was always to be a counter to sabotage, similarly to how Mad Grit is intended as a counter to bodyblocking. It's okay for some perks to be niche. Not all perks need to compete with the meta in order to work as an addition to the game. The popular mentality of "If it's not meta, it's useless" is, ironically, exactly the attitude that makes the DBD meta so immovable and uncontested to begin with.

  • It is. If you disconnect from a match for any reason, intentional or not, you will receive a penalty. This stops the system from being open to abuse, since the server can't tell the difference between, say, a network error and the player intentionally unplugging their internet to disconnect from the game. That's why the initial penalties are so low, to accommodate for the occasional bug or network error that isn't the player's fault and make sure they aren't punished too harshly for it.

  • @DBD78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212923#Comment_1212923

    It's like night and day playing with or without Plaid Flannel. Last game with Discordance I used the addon and could just blink and pick a survivor up from the gen. If I would not have used PF there is no way I could be so precise. It feels like it's almost impossible not being reliant on it when it tells you exactly were you will go?

    Thanks everyone for all the advice. I have only played Nurse now and are no longer red ranks but rank 9. This is good because the survivors will get worse while I will get better and some day things should even out. Still I have only got two kills so far in all my games and I only get around 3 hooks a game. But I already feel I have a better knowledge of where to blink now. It's a start 😀

    Edgar is right. If you keep at it, the muscle memory and general awareness will come. If you find it impossible to visualise when the Flannel isn't there, not using it may even help you build up that awareness sooner, even though it will be more difficult at first.

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