HatCreature
HatCreature
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- HatCreature
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That backpack is awesome! I love items and have a huge stash on my Nea, I need this.
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@DeltaTMD said:
https://forum.deadbydaylight.com/en/discussion/comment/345626#Comment_345626
See, what I am trying to do is eliminate camping when someone is hooked and I'm trying to eliminate camping in general because I feel that when killers have no Terror radius I see it as unfair to the survivors. You see with Michael Myers I can understand he doesn't have a heartbeat until he is tier 2 on stalk, Wraith until he uncloaks, and Pig until she uncrouches - but with my killer Lucy you could simply hide within her drawings until a Survivor wandered by. There would be no heartbeat at all, thats why I won't give her the ability to teleport drawing to drawing, but I do see benefits on a secondary power. I just don't know what it could possibly be.
I didn't even think about camping, yeah I can see how she'd be the best camper in the game with that lol. Yeah thinking of a secondary power is hard, it doesn't have to be big, you may not even need one you could add somethings she can do with her drawings maybe.
What if, she could hide Generators in her Drawings? What if she could go up to a Gen and do an animation of her drawing and the Gen turns into a drawing on the ground? Survivors would have to destroy the drawing to bring the Gen back, she could slow down the game by kicking the Gen then trapping it.
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@DeltaTMD said:
https://forum.deadbydaylight.com/en/discussion/comment/345618#Comment_345618
Are there any killers with secondary powers?
Pig is the only one right now, besides putting her Reverse Bear Traps on Survivors she can crouch and sneak up to Survivors with no Terror Radius and then Ambush with a charge attack.
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Shao Khan is too OP and power hungry for this realm, he'd want to overthrow and dominate The Entity not serve it, also his experience with kicking the ######### out of Earth Realm fighters makes these Survivors an embarassment to be pitted against.
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@DeltaTMD said:
https://forum.deadbydaylight.com/en/discussion/comment/345605#Comment_345605
The reason I didn't give my killer Lucy the ability to teleport from drawing to drawing is because if I did, whoever would play her would simply move from drawing to drawing without ever coming out until they were able to surprise attach a survivor. The survivors would never hear the heart beat until it was too late. I just didn't want to make her power unfair to the other players.
That makes sense, but you might want to give her a secondary power besides hiding in her drawings. It's a good power but I don't think it's enough to really give her an edge or make players choose her over Hag.
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I enjoyed everything about this but why did he suddenly lose his will to kill? The intro made him seem like an unwilling tool of the Entity but secretly enjoyed it. The backstory is completely opposite and gives no reason for the sudden lack of bloodlust or desire to kill people. I get he fell in love but he still tried to kill her parents without hesitation so he didn't lose his drive.
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This is cool, I wasn't sure if this would be useful or not but there are some situations where this could work, but I think most of the time waiting in one Drawing and not being able to switch between them would waste more time than you can spare. At the end game this is powerful because you can place several Drawings near both Exits and one is bound to go off. Other than that it's pretty cool, I really like your version of hooking the Survivors, I think it's really cute the Entity is helping her hook them.
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She sounds really cool but the power needs to be different, changing to look like another Killer can fool Survivors but it serves no purpose because Survivors will try to counter that Killer's power which she doesn't have. Your deadly pop idea is cool though, I really like the idea of a fake totem that acts like a trap, that's cool. If you have drawings of her I'd love to see them, I love female clown killers.
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''Extra hit'' do you mean the next hit, like after 5 cuts the next hit on anyone is an insta-down? And then it goes away and you need 5 more cuts. That's like Myers but different, kind of like how Leatherface is different from Hillbilly. This is cool but the only reason we have two chainsaw Killers is because Hillbilly was based on Leatherface and then one day managed to get permission for Leatherface and welp they needed to figure out what to do. I don't know if your Patient is different enough from Myers, Myers is a stealth Killer that can down multiple people, yours can down 1 and has a huge requirement. I think maybe you should focus on what kind of playstyle this Killer has that's different from Myers in order to stand out.
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Here'e something the other haven't said, From Beyond will only effect Bitter Murmur because it's only Killer Aura perk that has a range, all other perks have seconds. So maybe change it to add an additional 3 seconds and something else for each tier?
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@Tarvesh said:
https://forum.deadbydaylight.com/en/discussion/comment/345551#Comment_345551
I cut out the mouth then used the pieces I cut out to cut into different shapes triangles for the teeth. I got clued the teeth to the back of the mask so the poked over the line of the mouth to give the mask some added depth. I’ll take a picture of the back of the mask tomorrow and post it.
Oh I see it now, that's awesome.
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I love the idea of using the lockers for your power but I don't know if that alone will give you an edge over the Survivors, especially since no one will ever enter a locker once they know it's you. Maybe when Survivors go near a locker it highlights notifying you that someone walked by and then you can enter a locker and teleport there and look for that Survivor. That would give you more of an edge because a lot of Gens are near jungle gyms which have lockers so you would be like Hag except the Survivors won't know that they triggered you.
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I like the handcuffs and I love your attention to only having 3, there is always 1 Survivor who won't have them, in an ideal situation of course. But the power itself is very limited so maybe he should get a secondary ability like Pig has with her traps and Ambush, that way you can play around instead of mostly being an M1 Killer. Other than that this pretty cool.
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How'd you do the teeth for the Trapper mask? Did you just cut into the mask with scissors shaping the teeth? These are awesome masks, great job I'm sure your boys love them :) great parenting.
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I'm curious as to what the add-ons will do. Right now he's like Doctor but the effects from the Frostbite aren't really anything to worry about. They got a tiny action speed penalty, a tiny movement speed debuff, and sometimes Exhaustion which won't effect Survivors who don't have Exhaustion perks. The part where a Survivor can spread it to others was really cool but the effects don't do much and makes this Killer worse than Doctor. Doctor's Madness gives him locations, illusions, can stop them from doing everything basically so no competition. So this got me thinking do the add-ons provide other effects and if so take that part out because add-on dependant Killers are annoying lol.
Anyway I'm not trying to rag on your idea, I think it's really cool and could be better. I'm excited to see your drawings if you get them uploaded, a lot of effort went into this and that's awesome.
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This Killer is REALLY slow, is that Nurse speed? When he's in a chase he's a normal slow Killer but still slow, but then maybe that's ok since he has a dash attack. Poopman already mentioned that this is kind of like Pig and my suggestion will add to it even more. There's 5 Gens so only 5 antidotes can be given out and if any of those Survivors get bit a second time they're screwed. Yes they have 5 minutes before they die but some teams just suck real hard so I think there should be like a medical station or like a special plant in the map that slowly drips out the antidote, and I mean SLOW and actually drips, first come first serve bitches. Also maybe the 5 minutes should be decreased to 3 or 3:30, only because the Killer is slow so there's no pressure and because the antidotes are around the map. This makes the Zombie a lot like Pig but still very different.
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Oof this is one powerful Killer, I love it. But I think after downing someone who has been Exposed the whole no struggling, no DS, or flashlight save thing has got to go. I get that the whole point is to use the part of his ability to put them into phase 2 but there is no counterplay and we don't need another Legion. Keep the phase 2 aspect of the power but take out the other stuff, this way Survivors will know you have this ability to basically slaughter this next person but they can try to defend him. If Survivors feel that there is no chance of escaping then they won't even play the game, they'll DC like they do with Legion.
Other than that this is amazing, the power is a one time use but the benefits from it is huge! I love this idea of manually sacrificing the Survivor with your power, most players will want to use this power in the beginning of the match but his power but will be much more useful in the end game when the Gens are done or when there's only 3 Survivors left.
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At first I wasn't sure if this power would serve any real benefit besides the tracking but then I got to down to thinking, after the cane tap the Survivors can't hear your TR. If you can see them and you just keep tapping that cane you can technically sneak up on them and their vision is incredibly reduced, you could use this effectively to catch people. Also I love the attention to distance on the Aura reading, once Survivors know it's The Overseer they won't be running because he'll see them but at some point they will have to run because he'll see them if they walk too close, that's brilliant.
Killer perks are top notch, for once I have no complaint or suggestions which is refreshing because a lot of fan creations can go overboard by accident not knowing just how powerful it can get in practice. Your Hex is really cool, I don't notice the haste effect from Devour so this will be badass for slow Killers.
Quick Fast--IDK if this is a compliment or insult but this looks like something Behavior would make
Crisis Response---is the 35% stackable so if two Survivors are injured do you have a 70% healing speed? That's better than every healing perk there is so no one will use anything else but this. If it's not like that then it's redundant because you can't heal without someone being injured so the 35% from being injured is just weird.
Sharing is Caring---I can see me debating whther I should choose this or Streetwise lol this is a good perk.
Awesome fan chapter, this is one of the good ones :)
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Oh I remember this one, don't remember if I commented on it. He's kind of like one of the saw bros except it's not an instadown. I like that it stumbles Survivors, that could be used near pallets and maybe prevent someone from unhooking even if they aren't hit with the weapon.
Sharpened equipment seems too weak at 5%, Monstrous Shrine is 9% and that makes the 1st phase 54sec compared to a normal 60, I think it should be higher to merit anyone wanting to use this perk.
Old Wood, I don't know how often those percentages would make the pallet break, I think it would actually have to be tested but I think it would be really cool.
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What's the mask made of btw?
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That's beautiful, great job, I love The Legion, great group of friends.
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She's really cool and the effort put into this is amazing, very well done with the art. Blinding Survivors is cool, I don't know if 2 seconds will be enough but maybe it would be, either way great job.
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Weird as ######### but really cool, I like the different take on Doctor with the delusional state and actually seeing things which would be pretty jarring tbh. 10/10 on the art as well
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It sounds interesting, if done wrong it could just be a distraction for the Killer where they chase that Survivor all match for their lantern back and get screwed. Like Dying Light where you're chasing the Obsession the entire game and ######### yourself.
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I hope they do this, it really sucks to spy on Survivors but lose them because the grass is too tall.
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Eveline you're an inspiring hero.
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I tried commenting on this earlier but forum wigged out and couldn't find this post. Long story short, I would love this idea, much better than totems that get derstroyed.
So the Lanterns have to be powerful, I think the Survivor should get points just like from the vent for taking and holding onto it but I think the Survivor should have some sort of negative efect on them for having iut. It's a risk reward thing like the One Ring from LOTR, it helps out your team to take it but it's risky kind of thing.
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This would be very helpful in events and Double Blood point weekends. You could get the whole team to throw them down and maybe the Killer wouldn't be a douche and camp like a little ######### without any reason.
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Ok several things were going through my mind while reading, first was it could be an offering to create 1 lantern and you could destroy for points like the event.
Then you said it could be a perk and it could deactivate when the lantern gets picked up but turned back on when you hook them. This could be harmful or rewarding depending on what exactly the lantern can do. If it's not powerful enough then you could distract yourself from the main goal with trying to turn your power back on and lose the match because you got run around. Just like Dying Light does to me on occasion.
So some things to tweak would be it needs to be just as powerful as a totem or almost. The lantern could have several different posts around the map and it randomly switches to one after you hook the lantern holder so SWF don't just camp the lantern lol. Also I think taking and keeping the lantern should give points but the lantern has to give some negative effect to the Survivor for choosing to hold onto it, king of like the One Ring from LOTR, make it a risky but beneficial task.
I would enjoy this, yeah it would hurt some times when Survivors take my lantern but it's better than being destroyed like a damn totem.
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Ok several things were going through my mind while reading, first was it could be an offering to create 1 lantern and you could destroy for points like the event.
Then you said it could be a perk and it could deactivate when the lantern gets picked up but turned back on when you hook them. This could be harmful or rewarding depending on what exactly the lantern can do. If it's not powerful enough then you could distract yourself from the main goal with trying to turn your power back on and lose the match because you got run around. Just like Dying Light does to me on occasion.
So some things to tweak would be it needs to be just as powerful as a totem or almost. The lantern could have several different posts around the map and it randomly switches to one after you hook the lantern holder so SWF don't just camp the lantern lol. Also I think taking and keeping the lantern should give points but the lantern has to give some negative effect to the Survivor for choosing to hold onto it, king of like the One Ring from LOTR, make it a risky but beneficial task.
I would enjoy this, yeah it would hurt some times when Survivors take my lantern but it's better than being destroyed like a damn totem.
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TL;DR below
Ok several things were going through my mind while reading, first was it could be an offering to create 1 lantern and you could destroy for points like the event.
Then you said it could be a perk and it could deactivate when the lantern gets picked up but turned back on when you hook them. This could be harmful or rewarding depending on what exactly the lantern can do. If it's not powerful enough then you could distract yourself from the main goal with trying to turn your power back on and lose the match because you got run around. Just like Dying Light does to me on occasion.
So some things to tweak would be it needs to be just as powerful as a totem or almost. The lantern could have several different posts around the map and it randomly switches to one after you hook the lantern holder so SWF don't just camp the lantern lol. Also I think taking and keeping the lantern should give points but the lantern has to give some negative effect to the Survivor for choosing to hold onto it, king of like the One Ring from LOTR, make it a risky but beneficial task.
TL;DR I would enjoy this, yeah it would hurt some times when Survivors take my lantern but it's better than being destroyed like a damn totem.
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Are you talking about the Brown offering, all the brown ones are crap, I can get a 4k and 2k extra points...so worth it.
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This post, and the other one are both great ideas, just the thought of standing on your trap and resetting it feels so good and refreshing, no time wasted at all. Time is Trapper's BIGGEST problem and this reduces the time wasted in everything he does and feels amazing.
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I think the percentages for Fire Up and PWYF are too small. I think Fire Up should be 10%, 3 is too small and incredibly weaker than other perks at tier 1, and your 3 is at tier 3 so this is even more watered down than what it is now.
Everyone has already said the former totem perks are bleh and undersireable because they're weaker. Other than that it seems pretty solid, Blood Warden got a massive but fair rework and I would love to see this, probably my favorite on the list.
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5 PERK EXAMPLE
Endgame---NOED, Blood Warden, Remember Me, Rancor, Bitter Murmur
Basement Party---Iron Grasp, Agitation, Mad Grit, Territorial Imperative, Make Your Choice
Anti-Heal---Sloppy Butcher, Distressing, Coulrophobia, Thanatophobia, Bloodhound
The Runner---Sprint Burst, Self-Care, Adrenaline, Vigil, Borrowed Time
The Sabotuer---Sabotuer, Breakdown, Deliverance, D-Strike, Small Game
Gen Jockey---Prove Thyself, Resilience, Urban Evasion, Technician, This is Not Happening
The Healer---Autodidact, Empathy, Self-Care, We'll Make It, Adrenaline
As you can see these are all builds that are solid with 4 perks but the 5th perk is a bonus perk that boosts the overall strategy of the build, the 5th isn't always necessary and can always be switched out with something else but it only serves to boost what you are already doing. It can be powerful if used correctly but it is evened out because the otherside ALSO has a bonus perk to combat yours. 5 perks is no problem because both sides are still fair in no matter what they bring in.
If anything the Survivors are more powerful because they can also bring in items which boost their build tremendously and still warrant 5 perks for Killers.
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Sometimes it's just not winnable in a Solo Survivor game, the Killer was using douchey tactics because this was his game from the start and knew what he was doing. His defense was perfect and the strategy valid, it's not wrong but his attitude towards it makes it #########. His attitude was clearly antagonistic and made every strategy you could possibly have wrong and he made you the problem by having that attitude.
But normally yes it's a valid tactic and in a Solo game sometimes it's not possible to win and the hatch is your only chance to survive. You couldn't communicate to your team and that's why everyone lost, you got the hatch and that was the only way out of it.
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@Hoodied said:
3 things, freddy rework announcement, end game change, and ffs a nerf to gen speed
End game, I remember they spoke of that briefly, that sounds exciting. It's probably nothing too big but anything is better than what we got, unless it's more perks.
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No Fear sounds really powerful, paired with Spine Chill it would be an incredibly powerful solo perk. But with SWF groups it could be devastating because the runner could lead them 32m near the Gen without actually being near the Gen and have their buddies get caught.
All your other perks sound really fun and can be paired nicely with other perks. Silent and Deadly goes with Bamboozle, Cursed Obsession with Thana and if they keep the Obsession thing for D-Strike it would be punish them lol
The Killer's power is cool, I normally don't like Killers that just give debuffs but this is only 3 and they are mainly tied to actually crippling and slowing the game down so this could work.
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There has been a bug going around where the ''grab'' doesn't register and instead gives you a basic attack but it's mostly been for Gens and windows.
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This is funny, most of the guesses in this post are actually the same ideas I came up with for a new Killer I created several months ago. My idea was a Killer in a hazmat suit that had toxic barrels around the map that could placed by the Killer and the gas from the barrels would give debuffs to the Survivors and slow down Gen progress. The whole concept was https://forum.deadbydaylight.com/en/discussion/22497/new-killer-to-combat-gen-rushing#latest
If the new Killer is actually like this I'm taking credit for it until the Devs say otherwise XD
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@blue4zion said:
I've used it a few times and it is a good perk for her. It also helps with phasing because survivors in your terror radius won't hear the phasing sound.
This is why I use it on her, it wasn't until recently that I thought of using Monitor to get closer before phasing.
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A while back I was saying it could be a Mad Monk but then some people were saying they'll probably steer away from any real or specific religion so it'll probably be a cult of some sort. I mean I hope it's not a cult because religion can be scary and there's lot they can do with it.
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@Jesya said:
I hope they give us a full overview of the new chapter and explain some lore and how they came about the new killer/survivor.
I'd also like them to discuss their roadmap for optimization and what's on the pipeline for Freddy like a status update on that rework.
I am very happy they decided to show us the new chapter this way instead of seeing it in the PTB first. All platforms get to experience seeing the new killer at the same time. This way just feels more complete and there is real hype around it. 😁
I love their streams, they're always so informative until they get really tight lipped lol I'm really excited since they haven't had one in a while.
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@BBQnDemogorgon said:
I think it'll be just new chapter stuff and perk/balance changes tbh.
Freddy rework is a fairy tale bhvr tells Freddy mains before bedtime.
I'd like if the dlc/update just drops with no real ptb Tuesday and thats why the devs sent a few streamers from the community this time to mini-ptb Monday.
That probably won't happen either tbh.
A mini-PTB, that's pretty cool actually. It wouldn't be as well tested as the live PTB but that's pretty cool because it gives the Devs some extra time to tweak some things before going public and getting waves of hate comments.
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The 99% tip sounds really good, i'm solo and I want to go around 99% all hooks but I can't trust my team to be efficient enough without my help on Gens. I finally got Breakdown on my Nea so once I get some Hook offerings I'll definitely try this out because it's really fun.
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There's a lot of defensive perks and not a whole lot of offensive perks that go with your build but maybe you'd like Dying Light since you're using Devour? Once you get to 3 stacks you'll be snowballing and get to that 5th one very quickly and Mori the Obsession. Depending on when that is in the match it could mean that if they're doing well then they'll stop doing well and if they're doing bad you'll have already won.
Besides that maybe you'll want STBFL just for the cooldown so you won't have to wait as long before cloaking after the first hit, or maybe my favorite, Rancor in case Devour gets destroyed you'll still have ''locations'' and Mori the Obsession. My only other suggestion would be Haunted Grounds but that could actually endanger your Devour so maybe not.
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I only use Dying Light on Freddy if I have a Black Box, never without it and a Green Mori. The Survivors can unexpectedly ruin your whole game by not getting it to proc early enough.
Pop Goes is a great perk and your reasoning for it makes so much sense but then again it is entirely dependant on you doing well and hooking people. Like Clog said I think you should switch Dying for Surveillance and you'll have complete tracking in every situation, combine that with Pop Goes, an explosion, they'll never be able to get the Gens done and will never escape the nightmare.
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There's a spot here called Fan Creations, you can put your Killer concept there. The Devs do take ideas from the forums but they haven't taken a full on concept from us yet so probably not but you never know.
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I don't know what the other 2 perks you use are but from what you're saying yeah it looks like you won't ''need'' them anymore. They're still fun but no longer required since you can handle loops.
What other perks are you using and is there anything else you have trouble with? Or do you think you might enjoy running some perks that could just be for fun now that you have room for them?
Also it sounds like you only play one Killer?
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That would be cool