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HURRI_KAIN

HURRI_KAIN

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HURRI_KAIN
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  • Moris are definitely a toxic problem in DBD, don't get me wrong everyone loves the animations and that aspect of the game, but it destroys the competitiveness. Perhaps moris should greatly decrease BP earned?

    Killer want to use Mori? That's fine, but you can only safety pip.

    Mori guarantees that survivors are having a bad time, and one if not most of them will depip or safety pip due to the OP Mori. Killer should have to face the same consequences.

    Hook Tunnel Mori is as OP and toxic as it gets.

    Also the last DS change has made DS almost completely useless. I almost never ran it before, I'll never run it now. No more unhooking a teammate at the end of the game from a hook, to get caught first time, DS and escape through open gate. I did it once, but with the almost useless state of DS now, that scenario is now impossible. Even requiring 40% wiggle for anyone with DS would've been better than this trash.

    The new perks, MoM, A lot of killers are crying about this, but comeon, it's not even as useful as DH. Both only work in injured state, DH requires some skill, partly why i don't use it. lol. But MoM requires such a prerequisite that it's just not in the same tier as DH, and many don't even think that much of DH. DH can be used every 40 seconds, and has no prerequisite. MoM if used and fully healed shows the killer where you're at the rest of the game, no such drawback to DH. Lots of whining going on with this perk, but it's all coming from career whiners. MoM is not even as good as DH, and only some people think DH is any good.

    Seeing downed survivor's healing progress, why isn't this in the game as a thing? I'm not going to waste a perk slot for it.

    Flip Flop, - This should be a default part of DBD. Think about it, if you're fully healed on the ground, you would be more capable of wiggling out, to have recovery progress and then just start wiggle as if you had not almost recovered is just stupid. It's about time this common sense is in the game, but it's unfortunate that it's added as a perk.

    PS, I do love Ash being in the game tho! Terrific addition!

  • Let's hear Freddy's lullaby when playing against Freddy, I mean really, I can hear the heartbeat loud and clear (on PS4) but Freddy, Can't hear his lullaby until he's practically standing right next to me. I just played against the Shape and until I heard the shape's music I thought I was faintly hearing the lullaby. It's too difficult to hear the lullaby when you should be in range, until he gets close. It needs turned up.

  • Kinda pointless. Hear me out. These streamers were doing these things BEFORE being selected as FOG whisperers. So, For Behavior to notice them, and endorse them, and then condemn them and punish them for doing the same things they were when Behavior sponsored them, is rather insane and abusive.


    Noone likes DCs, but noone likes toxic killers either. It's not hard to be a toxic killer. Lol, really you can be toxic with just an ebony mori.

  • Shouldn't be able to see each other from across the map, that's all i'm saying.

    in FOG Comment by HURRI_KAIN
  • Just played another game with a sweaty rank 2 killer, legion this time. Yea, team was 4,5,10,9. And the sweaty killer used fuming tape. (OP) legion is so broken. Just as broken as the matchmaking. Previous game, another rank 2 killer. This game isn't even fun anymore. Stop pandering to killers, fix your matchmaking back to the first time you added the timer and fix pipping!

    in Fun! Comment by HURRI_KAIN
  • Need "Deep wounds" to not count down while in killer's TR. Then he would not be as easily abused. Proximity chasing to allow DW countdown to tick down is a real abuse of legion.

  • The first time you switched to the "new" system - ie, when the timer first appeared, whatever settings you used, were perfect! I was getting fast matches with good connection, since then my matching times have increased, i've experienced dead lobbies, and I've been connected with killers and survivors way far apart. I'm talking killer rank 1 or 2 and survivor rank 15.

    But perhaps part of the problem is how broken your pipping system is right now for survivors, you basically have to do everything AND be involved with a couple of successful chases/escapes in order to pip. Seriously, it's no wonder survivors are depipping left and right, there's 4 people and not enough objectives for 2 to pip!

  • OP is right, DS is worthless now. I almost never ran it before, and i'll certainly never run it now!

  • I loved the new matchmaking system. After they "reverted" it, I'm getting teammates in the mid to high teens and killers rank 2 (I'm around rank 10 atm, but with the current broken pipping system that keeps going down.) That didn't happen until they "reverted" it, even on the old system. (PS4) When they implemented the new system it was terrific! I loved the timer, I loved the matching, I was being matched with players with good ping most of the time, and ranked reasonably. Now it's worse than before!

  • Was just in the red forest, on the platform where the gen is in the lodge,... trapper was standing UNDER the platform swung and hit someone, I heard a scream. Then I jumped down I fell right in front of him, and I was wounded. (He didn't swing). This never happened before they kept playing with matchmaking. The first time they added the timer, it was terrific! ever since it's been messed up.

  • The frustrating thing is this used to be fine, but It's been bugged with one of the patches, some say legion, i'm not sure when exactly, but it's frustrating.

  • @ColgateAdvancedWhite said:

    It's likely a lag issue when your client thinks you can vault so it shows the animation while the data is on the way for server to check if it is valid. Then, due to some de-sync, the server says you're not allowed to, so it "teleports" you back.

    No lag, very good ping.

  • Oh, chainsaw audio is still broken on PS4. When the game works right and killers don't camp, Love the game!

  • Pipping needed to be harder, I get that, but it's impossible to pip now without having multiple good chases, something that stealth player like myself isn't grand at. With the upgraded engine, I've had better connection and less lag. Even so, with a few good chases under the current system, I still usually only safety pip, since I can't get the objectives while I'm in chase. There's enough gens/heals/chases in a typical game for 2 people to pip well, yet there are 4 survivors. YAY I got a pip,..... few games of safety pipping later, killer DCs, @#$%@#$^!!

  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/386712#Comment_386712

    You mean the same killer mains that claim that even trapper is perfectly viable? LUL

    I like trapper, you just have to be smart with your traps, and your time.

  • I liked the new system, I liked the timer. For the most part I only got stuck in a still lobby a few times, and It was quick to drop and rejoin. I like the timer saying <1 minute. I was certainly not getting into lobbies this fast on the old system. :(

  • lol, with the current system you can escape and still depip. ... sadly,... I know...

  • @projecteulogy said:

    In their attempt to curb SWFs being able to bully the killer and to stop killers from camping and tunneling... they kicked solo players right in the dick.

    This is normal behavior for BHVR though. You get used to it.

    3 Gens, 4 totems and 3 unhooks, 2 full heals AND escape. But I didn't get into any chases because I'm a stealth player, so my play style gets the middle finger. Right on the money for a black pip. LAWL what? I basically carried while my other 3 teammates were bouncing back and forth between hooks and hook rushing the killer. Geez. I feel like this has to be a bug or a gross over sight. Still. I'm not really shocked anymore.

    Meanwhile all a killer has to do is not tunnel and not camp. Down and hook, rinse repeat.

    I'm the same as survivor and have had similar games under the new broken system. It was right to make it harder, but not to make it impossible, come on devs! I think the pipping system is broken, I had 5K in first three emblems and didn't pip, another game I had 5K in first and last emblems and did pip. It's like you will pip more often if you get points in chases. Pretty much screw the solo stealth player, as always.

  • Agreed, It shouldn't be exhaustion perk, also it shouldn't have a cooldown. It already has a 3 second prep, shouldn't have a cooldown also.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/378318#Comment_378318

    Yeah, but right now survivors can be rewarded when they or another survivor DCs. A survivor will disconnect to give another survivor the hatch. I've had survivors disconnect when I down them after the gates are open; if they do it correctly, it counts as an escape for them, and it denies the killer getting to use Bloodwarden, rewarding the other survivors.

    Rewarding the opposing side for a disconnect would be a welcome change. But the least the game could do is, if a survivor disconnects, don't treat it like a sudden death. Give the killer a couple seconds in which they can pick up the body (if they aren't already carrying it) and hook them. Hook states act as usual, so if they're in their first hook state they just hang there and if they're on their second hook state it'll be an instant death. This would keep the hatch from immediately opening, it would allow Bloodwarden to activate, it would give the killer a BBQ stack, and it would give the killer the normal hook and sacrifice points on top of the quitter's bonus. It would also benefit survivors a bit because if the disconnected survivor is in the first hook state they can be rescued. (I've had this happen. On more than one occasion I've rescued survivors from the hook that later turned out to have disconnected, because after healing them they'd continue to stand there until finally collapsing on the ground.)

    The way the game treats disconnects right now is bad for the game. I don't think punishing disconnects will help, either. Rewarding the opposing side might see a decrease in the number of ragequits, though, since players usually ragequit to deny something to the opposing side.

    Current setup is good. No killer doesn't need ANOTHER BP bonus when there's a DC. The game just got easier for them. now they're going against 3 instead of 4. In other words 75% vs 100%. If anything survivor's should have increased BP when one DCs, because their lives just got that much harder.

  • Mark my words, as is she ranks with Nurse, Spirit and Billy, yes in that order. I also called Spirit being strong before her post release 'whoosh' nerf, and she's still top tier. - with the nerf.

  • OP, there is no counterplay to vomit. - prove me wrong. she's too fast for a ranged killer and her power while creative and fun - for killer, it's just a slaughter against survivors. Can't avoid vomit from looping, windows or pallets. She has no charge to vomit, can vomit without the meter being full, she's an almost insta 1 down killer with the vomit into broken aspect. Simply put her speed is too fast. That's her biggest problem. There's a reason huntress doesn't have fast speed. The infection of objects is very interesting too, but perhaps OP. So far I haven't seen anything about how long things stay infected. As far as the artwork, and graphics of it, very nice. But the balance is way off.

  • @RagingCalm said:

    This may seem to you like a bs reply, but honestly - play killer. A lot. (try to)Get to rank 10 killer. You'll see why the devs are favoring killer recently.

    I'm a killer main, and started about when the game launched. For a while, I was like you but I hated survivors. I still believe that survivors are stronger than they should be, but the game is finally becoming better. Anyways, when I started playing survivor, I realized that survivor is kind of hard too. Again, I still believe it's not as hard as you think it is, but before I started playing survivor some, I thought that survivor was "Move your mouse in a circle, hold m1, press space some, and BOOM 2 pip" - I once said something along those lines.

    Been there, done that. I never liked Dynasty warriors either. Killer is too easy, I prefer the challenge of survivor, but I agree 100% with OP.

  • Borrowed time should never have been nerfed, by getting 'deep wounds' applied to it.

  • Deep wounds shouldn't countdown while in terror radius, because legion can easily walk backwards and follow the blood and down any survivor after hitting with deep wounds.

  • He also said the same thing about Spirit being weak, now he calls her the 2nd best. I'm calling it now, as is, she rivals the top tier killers.

  • He said the same thing about Legion, before he realized how strong he is. Fact is, she is strong, very strong, ranks right up with spirit and nurse. Noone has played with her much yet. She is a ranged killer with fast speed. There's a reason huntress doesn't have 115% speed, giving that kind of speed to a ranged killer is OP. This killer has a fast ranged effect AOE, and can effectively be a one shot. Don't even need the power up if you give them broken status in a chase. There is literally no counterplay to Plague, except, stay away, don't get found, and don't even be in her killer radius. Oh,.. and hope that you don't have to interact with something that is infected. I do like the new map.

    Head on -Much needed, but shouldn't be exhaustion perk, there's already a 3 second requirement before it can be used.

    Corrupt intervention- creative and was probably needed.

    Dark devotion is a fun addition to the game.

    Infectious fright, - very strong.

    Solidarity - A nice addition after the healing nerf.

    Poised - should also block bitter murmur. Blocking scratch marks alone, really just makes it useful against nurse, or sometimes hillbilly or hag.

    PS. Deep wound status still needs to stop countdown while in terror radius. It breaks legion. - It should've never been added to borrowed time.

  • Legacy skins should be available - even if for a limited time, on console. Yes bois, I know what legacy is, why would I bring them up if I didn't know about them? Point is, console purchased the same game you all did, and to give PC players a special skin and not providing it - or the possibility to obtain it, on console isn't fair.


    By the way, I don't understand why anyone would complain about legacy skins, it makes you stick out. Which makes your killer job easier. The argument "You didn't earn it!" Is just stupid. There was never an opportunity to "earn it". Stop whining and have some common sense. It's not so common anymore! Some of you drip with salt and it's just sad.

  • Don't use D strike now, make those changes, I'll certainly not use it!

  • OP has great points I agree! I would only add, that killers can easily find the hatch before the survivors. If the survivors are trying to get their objectives done, ie, generators, and killers are doing their objectives, ie, running around the map chasing hooking and looking for survivors, (killers also move much faster than survivors - except michael tier I ;) ) They would easily find the hatch faster. survivors can't just run the map looking for the hatch without getting unwanted attention, and if they're not the last survivor, and their looking for the hatch, then they're in most cases, not following their objectives.

  • It would be pretty awesome if we had an Easter event, would be really funny/cool to collect easter eggs while trying to hide from killer and do gens. plant like say 20 easter eggs in the map (could be in unused totem locations, and could create new locations) Killers could get points when they collect the eggs and smash them when a survivor with eggs is hooked.

  • SWF lobbies are much longer than random lobbies, so SWF is less of a normal situation. Further, killer can just drop the lobby before the game if a SWF joined and they don't want to face the challenge. If a killer goes against SWF, it's their decision.

    Your estimate of 130% I would argue is a little high, probably more like 120% communication helps but only helps in certain ways. A killer can easily play expecting communication and predicting the movements of the survivors. Remember the killer doesn't have to worry about someone dropping the ball and losing some of his 100%.

    The second a survivor goes on the hook the game becomes 100% vs 50%. Or 100% vs 60% on comms.

    The second a survivor is killed it becomes 100% vs 70% permanently, or even 100% vs 60%. The power shift with the first dead survivor is extreme.

    If the killer is struggling, they should adopt the 3 gen strategy, then even with comms, the killer can easily manage 2-3 kills. (half the killers are certain to win with a 3 gen strategy, the others are still very favored.) (likely 1 is already gone before it gets to a 3 gen strategy.) The killer needs to plan ahead, in the same way survivors should plan ahead and try to prevent a 3 gen strategy, a killer that is struggling should change strategy to ensure a 3 gen strategy.

    PS. As far as survivor addons, they're much less powerful, Keys are only useful if you live long enough to use it, and if you can find the hatch. Flashlights are difficult to use. Toolboxes are useful, but with the above mentioned strategies, they are not very effective. DS is overrated, and most killer perks void survivor perks. BBQ chili voids the usefulness of stealth and killer tracking perks. Self care helps killers (this is time spent off of gens-think about it) exhaustion perks only work for a short time during a chase. Even if all 4 survivors bring in a BNP, that just means they saved what? 40 seconds? half a generator?

  • I wouldn't enjoy playing if killers were not able to "win" while a couple survivors also "win". It would result in only the sweatiest and try hard -est killers all the time.

  • @AlwaysInAGoodShape said:

    @HURRI_KAIN said:
    Isn't the fact that a strong player like Tru3, who often 4ks can still lose a game an indication that the game is* balanced? Not to mention the obvious, no addons, no perks, and he played poorly tunneling laurie, and ignored the pallet save possibility completely.

    It's an indicater that the rank system is a seasonal grind, and that rank 1 is not a category for the Top x percentile of the players and that as a result, a lot of good and bad players all find themselves under the same banner; rank 1, meaning that you can consistently 4k or escape with both factions when you are good at the game.

    This is not a sign of game balance. It's just a sign of a non-functional ranking system.

    You know, I think I would be fine with a 50 rank system similar to the current, but they would have to be careful with matchmaking so as not to destroy matchmaking. Increasing the rank ladder would help some in discerning the quality or frequency of play in players.

  • SWF lobbies are much longer than random lobbies, so SWF is less of a normal situation. Further, killer can just drop the lobby before the game if a SWF joined and they don't want to face the challenge. If a killer goes against SWF, it's their decision.

    Your estimate of 130% I would argue is a little high, probably more like 120% communication helps but only helps in certain ways. A killer can easily play expecting communication and predicting the movements of the survivors. Remember the killer doesn't have to worry about someone dropping the ball and losing some of his 100%.

    The second a survivor goes on the hook the game becomes 100% vs 50%. Or 100% vs 60% on comms.

    The second a survivor is killed it becomes 100% vs 70% permanently, or even 100% vs 60%. The power shift with the first dead survivor is extreme.

    If the killer is struggling, they should adopt the 3 gen strategy, then even with comms, the killer can easily manage 2-3 kills. (half the killers are certain to win with a 3 gen strategy, the others are still very favored.) (likely 1 is already gone before it gets to a 3 gen strategy.) The killer needs to plan ahead, in the same way survivors should plan ahead and try to prevent a 3 gen strategy, a killer that is struggling should change strategy to ensure a 3 gen strategy.

    PS. As far as survivor addons, they're much less powerful, Keys are only useful if you live long enough to use it, and if you can find the hatch. Flashlights are difficult to use. Toolboxes are useful, but with the above mentioned strategies, they are not very effective. DS is overrated, and most killer perks void survivor perks. BBQ chili voids the usefulness of stealth and killer tracking perks. Self care helps killers (this is time spent off of gens-think about it) exhaustion perks only work for a short time during a chase. Even if all 4 survivors bring in a BNP, that just means they saved what? 40 seconds? half a generator?

  • Isn't the fact that a strong player like Tru3, who often 4ks can still lose a game an indication that the game is* balanced? Not to mention the obvious, no addons, no perks, and he played poorly tunneling laurie, and ignored the pallet save possibility completely.

  • lol, when the hatch is open and you're just standing there, yes, that is camping. The best thing a survivor can do to prevent this camping standoff is to go pop the last generators, then if the killer still is camping the hatch, just go out a gate.

  • A HUGE problem with legion is proximity chasing. If you're not familiar with it, it means hitting a survivor, then looking at the ground or breaking a pallet to break the chase, and then just following the blood and scratch marks without staring at the survivor, this way you can walk right up on them with their meter burning down and they can do nothing. No counterplay. Mend shouldn't countdown while in the killer's terror radius, that would fix this problem.

  • @wouldntyouliketoknow said:
    When I bring up face camping there's a few things people complain about, so before I bring up my idea let's just get this out of the way:

    Face camping/extreme camping. Well, first off if you're here to tell me face camping isn't an issue anymore because swivel hook- I'm describing their actions. If they're in your face and they're sitting there. They're face camping or whatever you want to call it. It upsets me everyone assumes you're playing with friends and they can tell you the killer is face camping them. When you're playing alone (and this is a team based game for survivors, none of this 'oh why did you even check' BS) you're going to waste time running up and seeing the killer is refusing to let a person go. It's cheap, boring, unfair, and mind boggling this issue has not been fixed. Swivel hook is nice but
    Solution: If you (the killer) are not chasing anyone and you're near a hooked survivor the survivors depletion bar before going into 2nd phase (or 3rd phase/death) the bar completely stops. As long as the killer is close to the hooked survivor, the survivor's depletion bar will stagnate coming to a complete halt (or move very very slowly) until the killer leaves the perimeters of the hooked survivor and the survivor is out of sight.

    MESSAGE TO KILLER MAINS: Pallet looping still takes skill, my heart goes out to you I still think it's rough and I have experienced this playing as killer. Don't assume I don't/haven't play killer. Killer has way more advantages and control over the game, and though I think they should have control, the game gives the above unfair advantage too, however you can still have control/fun/kills without using the above tactic. Gen rush isn't a thing, if you're a good killer some games you get everyone super fast, some games the survivors are better than you and will get gens super fast.This game isn't just made for killers, and with this specific issue it really makes me wonder if I should keep playing, because there's a lot of DC's going on, and the best solution would be to fix issues like this.

    (Part of this post was taken from my original post https://forum.deadbydaylight.com/en/discussion/33513/dcs-because-of-unresolved-issues )

    I'm seeing this a lot at rank 1 on PS4. There needs to be something done about facecampers. It was once talked about to decrease the killer's BP earnings when not in a chase, and while camping a survivor, I would agree with this, or even void BP earnings when camping, sometimes survivors DC just to deny the killer some BP because of their toxic behavior.

  • Report for helping the killer. I actually had this happen a few days ago.
    Killer Michael - Had Dying light on me.
    I did 3 of the 4 generators that were completed.
    I healed and had a couple saves, while staying hidden from killer (because of Dying light debuff on me)
    Then down to two people, I tried to get the last gen and the other last survivor found me started helping as well. Michael came to the basement, I got in a locker, the other survivor just stood there, got hit by Michael, then Pointed to me, and Michael hit him again (foolish move on killer's part, he should've checked the locker) I ran and escaped.
    Michael slugged him and he proceeded to crawl after me leading the killer. I let him bleed to death, found hatch and escaped. Then he actually messaged me saying I didn't do anything all game! LOL.

    I told him, you point out your teammates, you bleed out. That's how you solve that problem.

    However ^^ I would like to see another action, say head nodding while pointing to indicate yes or no. It's hard to tell sometimes if someone is saying "go this way" or "don't go this way" or "killer is, or isn't this way".

  • Keys are fine, it only reduces the time of opening a gate, the team will likely spend even longer trying to find the trapdoor. Conversely, a killer gets one hook and then straight kills a survivor is very OP and mostly means a 4x. Perhaps make it so a survivor has to be hooked 2x to be mori'd? As far as Michael's addon's it's a bit OP for a killer to straight kill a survivor without even hitting them. It is very OP and makes the game no fun for that first poor soul, and often, the rest of the team as well.

  • @Maximus7 said:
    So you get gen rushed because nobody healed. Not that big of an issue, right? Everyone's injured, you can just try to slug for at least 1 or 2 kills before they open an exit gate?

    Adrenaline. Not only do you lose a chase due to a 5-second Haste effect, but everyone who was injured is fully healed, or everyone downed is running around again. This perk has ruined all momentum any killer can get before they have the gens completed, and just having this perk alone basically makes healing useless when you can complete 2 gens in the same time it would take to heal.

    Now, the 5-second Haste is fine, but healing a full health state? And also waking up from Freddy's dream world? Absolutely ridiculous. People have finally realized how broken it is and in a 4-man swf, me and many others just run all Adrenaline and gen rush without healing. It's broken. It is game-changing. It needs a nerf.

    It prevents slugging, if the 5th gen is popped and you haven't killed 1 or at least have a couple hooked, you need to git gud.

  • I agree 100% survivors should always keep their loadout when the pouting killer DCs.

  • Conversely, it's a team game, shouldn't the 3rd person get extra BP if they are successful in allowing the 4th to get the hatch? It's like an unspoken rule now among good survivors to allow the 4th a chance to get the hatch if it's spawned. Why not reward them for helping the team?

  • Can we talk about the possibility of "snap out of it" out of tier 2? It would be nice if there were SOME WAY to get out of tier 2, it really makes the game less fun for survivors when they can do nothing to hide from the killer.

  • I agree with the Trapper changes. I disagree with the other changes. Wraith already gets a free hit when decloaking and has become a rather strong killer.
    Your suggestions for clown I see possible add ons to affect those, but shouldn't be changes to his base power. You just have to predict better where survivors are going and throw accordingly.

  • I think No Mither does need a rework, I would make it so the killer doesn't see who has No Mither, and I would make it so the player using No Mither starts the match with full health. These two simple changes would make No Mither a viable perk. As far as requesting BP increase for using No Mither, I think that is a good idea, I also think Sabo should have a BP increase, NM is broken as is, and Sabo is useless with the respawn mechanic. Noone is talking about how all killers use BBQ and it's super powerful with a huge BP increase and only recently was nerfed with the closet change.

  • What's wrong with people playing their favorite survivors? They already do. Claudette is invisible half the time, isn't she "META" already? lol.

  • @ad19970 said:

    @Tzeentchling9 said:
    I love how the OP pointed to farming killers as skewing the survival rate in the Survivors favor, and blatantly ignored the Survivor DCs WHICH ARE WAAAAAY MORE PREVALENT that skew the rate in the Killer's favor.

    Exactly

    It's hard to distinguish between loadin DC intentional and not intentional. Many of the survivor DCs that happen in game I observe are after they were hooked and camped or tunneled and about to be rehooked/deathhooked. I don't agree with DC even in these situations, but it only buys the killer a few seconds and not as frequent an occurrence.

  • I'm against 5th perk, however I am for creating a reason to play different survivors. My solution, give each survivor a unique power just like killers have their unique power. For instance, Jake can always sabo, Claudette can always self care, King can always dead hard. This would give the killer a little bit of an idea of the abilities of the survivors, would give players a reason to level up and play different survivors and would help balance the game. The thought of each survivor is just a different skin is kind of asinine. This solution would help correct that as well.

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