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Iron_Cutlass

Iron_Cutlass

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Iron_Cutlass
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  • @Devil_hit11 said:

    agitation+iron grasp is better. you can hook everyone into the basement in most instances.

    I mentioned Backpack builds for a reason.

  • I rather people go for 4Ks since it more accurately reflects Killrates, so hopefully BHVR can balance the game better (keyword: "hopefully").

    Also I do understand that it is lame sometimes, but Ive come up with a strategy that is really good at countering this strategy. You see, if the Killer wants to waste my time (slugging for the 4K, bleeding me out, etc.), I just open up Bloons Tower Defense 6 and work on progressing through the Monkey Knowledge skill tree, this way I dont lose out on time and optimize my playtime.

  • @RedPoncho12 said:

    Please don’t get overly passionate or bashful about it but if you could sum it up easy then what would it be? (For both sides)

    The thing I like the least in this game is probably map system. You’re bound to get a different realm every match unless there’s an offering but I constantly get the same realms every other match and typically the same map in that realm over and over. It’s so bad that there are certain maps that I just haven’t been on in months (a couple of them in over a year)

    Honestly it's just Backwater Swamp.

    It's long overdue for a rework, tracking scratchmarks/red-stain is a pain due to my red-green colorblindness. It is generally a really ugly map with little to no visual appeal to it. Totems spawn at the very edge of the map and finding the hatch takes forever and makes matches an absolute slog. The Generator spread is really compact so there is hardly a reason to leave one side of the map, especially with the decent main building being easy to run.

    The ONLY redeeming quality to are the holes in the main building(s) since it is funny to bait the Killer into the hole… outside of that, there really isnt much of a reason for me to like it.

  • @C3Tooth said:

    Entity literally gave the normal human being called Sally the strongest power ever exist.

    When you put it like that, a lot of the Killers seem far less threatening when you call them by their actual names.

    E.g. Wraith would be horrifying in real life… until you learn that their name is actually just Phillip.

  • @Aven_Fallen said:

    I think they are often done when not needed. I dont mind a tunneling or camping Killer when it helps them win while they are about to lose.

    However, nobody can tell me that they really NEED to tunnel at 5 Gens. They WANT to tunnel, but they dont need it.

    My honest issue with tunneling is how people talk about it. Since people are beating around the bush with this type of stuff.

    Tunneling, in of itself, is a choice. People can choose to not tunnel, people can choose to tunnel. The game is not forcing you into a specific way of playing, you are actively playing in the way that you want to, and there is nothing inherently wrong with that but acting like it is the game's fault is just objectively wrong.

    I think people forget how much agency we as players have.

  • @Caiman said:

    I'm not a Tomb Raider fan, and I don't see Tomb Raider as a horror IP, so I'm not interested in her inclusion.

    I actually like Tomb Raider, and even then, I still do not see her has a horror IP. I know the older games definitely have horror-themes, but direction the IP has gone over the years has moved it really far away from that.

    Overall though, I dont have too much interest for Licensed Survivors overall since I care more about their actual perks than appearance (since Licensed Survivors often have really restricted outfits and often dont get new cosmetics either, so I have no actual reason to care about their appearance).

  • @ShanoaLegendaryPlz said:

    I had a round as p100 rebecca and got a nemisis who likes to just tunnel and face camp resident evil survivors. Without any antitunnel perks i managed to loop him for 2 generators, get hooked, he sat there in my face nodding letting the bar fill, i waited and unhooked myself right before going to 2nd stage, looped for another 2 generators after being hit right off the hook, got hooked again and waited for the bar to fill, watched the teammates get the last generator to 98 and unhooked myself again, looped him again till all the survivors were at the gates and died. If a killer decides to tunnel that hard, you are the only kill hes going to get if you play your cards right. Either way sucks to be the person on the recieving end but i made it work

    Anti-camp at bare minimum would buy you 50-seconds per hook state, not even accounting for them having to chase you either; them solely targeting you throws the game since the Survivors can easily just slam Generators and make a lot of progress, the Killer is not contesting the Generators either so they will get done.

    Is it toxic? Id presume so… I really dont know what people consider "toxic" nowadays to be perfectly honest.

    Is it effective? No, they are throwing matches over pettiness and ego.

    Is it lame? Definitely subjective, I think it is lame.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747574#Comment_3747574

    May I ask what you use for a good 4th perk in a backpack build?

    I have been coming against bully squads a lot lately so I use it with Lightborn.

    Rapid Brutality, Batteries Included, and Awakened Awareness are all good perks for a backpack build.

    • Rapid Brutality makes follow up hits much easier.
    • Batteries Included is a similar concept, but has more utility within the match (does not prevent Bloodlust as well).
    • Awakened Awareness is good information. Since it is the Anniversary, you can get really good information if you remote-hook last second before they wiggle off.

    If you dont mind dropping Lightborn, Shadowborn is actually really good, counteracts Champion of Light and turns Flashlights against them by giving you Haste. IMO it is better than Lightborn for countering Flashlights.

  • Are you going to add to this? Share with the class maybe? Elaborate? Explain?

    Surely there has to be a bit more here than "way too nasty, please nerf"?

  • @TheTom20 said:

    As survivor in my own games ill say team mates been way more toxic than killers. Even had a few killers feel bad for what im having to put up with.

    Ive just been using a Backpack Build for fun (Iron Grasp, Agitation, Mad Grit, etc.).

    Early today, I had a game with 4 Distortion users who didnt bring the Event Offering and spent most of the match hiding, was a 40 minute match and I hardly found any players. Past a certain point I kind of just pulled out my phone and browsed Twitter since the match was taking too long.

    Once all the Generators were done, the spammed notifications near the Exit Gates and did the usual "watch me leave" stuff you can expect. In the post-game chat, they all started to attack me since I "couldnt find a Survivors without crutch aura reading perks" and that I "should learn to find Survivors without the game holding my hand"… I had no aura reading perks tho?

    Oh yea, cannot forget about the 4x "-rep" on my Steam account.

    None of this is to say that "only Survivors can do bad things", I think both sides are capable of doing things that are generally agreed "distasteful" by the wider community; but since the Anniversary attracts a lot of players to the game, it will also attract a lot of bad actors, as with any DBD event.

  • I would rather this not be a thing since it gives me "hatch stand-off vibes" from any update before Patch 2.7.0.

  • Idk why people feel the need to add extra zombies to Nemesis' power.

    Most of the time they get stuck on the environment, and the only time they actually do something, they are really obnoxious for either side (bodyblocking the Killer from the chase, or just being annoying to the Survivors).

    Id rather they outright remove that aspect of his power and make him stronger, makes him more lore accurate and removes the zombies since they were not designed well.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746184#Comment_3746184

    You have full vision of the Guard's detection radius. Just trigger the Guard before you unhook. Not hard if the Guard is camping the hook. Also, this Guard hitting the survivor 9/10 times sounds like BS. Guards do not have the movement speed to solo chase a survivor down.

    Just trigger the Guard before you unhook.

    Okay, if I run into basement for an unhook, and the Killer places the Guard at the top of the stairs while I am in basement, I have three options:

    ~ I run out of basement, into the direction of the Killer, just to trigger the Guard, get hit, run back into basement and get hit again while unhooking, forcing a trade. The Knight gains a hook state from that interaction with minimal input.

    (Keep in mind, depending on the Guards position, this might not even result in an unhook occurring, this could just result in a net-gain of hook states.)

    ~ I run out of basement, into the direction of the Killer, just to trigger the Guard, get hit, and run away. The Knight gains a health state advantage from that interaction with minimal input.

    ~ I unhook the Survivor, Loud Noise Notification forced a Hunt, Survivor is unhooked gets hit by the Guard instantly and loses Endurance, the Knight tunnels the unhooked Survivor. The Knight gains a massive hook state advantage from that interaction with minimal input.

    Keep in mind this interaction is not exclusive to the basement and can be done on many different maps, I am just using basement as an example here since it is universal across all maps.

    Also this Guard hitting the Survivor 9/10 times sounds like BS.

    Guards move to the Survivor's detected location in 2.5 seconds, and will spawn directly on the spot they were alerted to (rather it be where they made Line of Sight or a Loud Noise Notification). This effect goes through walls.

    Once the unhook interaction is complete, a Loud Noise Notification is create, and both Survivors are locked into the unhooking animation as long as neither of them are interrupted. This animation just so happens to take 2.5 seconds for the unhooked Survivor, and will result on the Guard traveling through the environment and starting a Hunt on top of the unhooked Survivor since the Loud Noise Notification is sourced from their location; the unhooked Survivor, in this case, will always be hit.

    You can test this in a public match, or private match, this is always the result from this interaction. Before you call BS on things, you could have done research or tested it yourself.

  • How are the Survivors playing poorly in this situation? Enlighten me.

    Since the act of starting an unhook to prevent a Hunt does not work in the example I provided, since this interaction happens AFTER the unhook has occurred, since it entirely relies on the Loud Noise Notification to force this interaction.

  • @adsads123123123123 said:

    The Guards disappear the moment you unhook, so they are useless for camping hook.

    That only applies if the Guard is actively hunting you.

    Unhooking creates a Loud Noise Notification, which Guards will instantly start hunting, and 9 times out of 10 it results in the Survivor who was being unhooked being hit by a Guard while they are still in the animation of getting off the hook. It removes Endurance, puts them in Deep Wounds, and makes them an easy target to tunnel.

    This is especially easy to do on Indoor maps and basement.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745118#Comment_3745118

    Or maybe it's the Generator spread?

    I am not talking about 3-gen, but survivor let the killer to down them inside 3-gen, that's huge mistake and shouldn't happen unless instadown.

    Yes, they can, but they still have to waste time recovering and crawling which contribute to bleeding out.

    If I hook you, you don't get the option → way better.

    "…that's a huge mistake and shouldn't happen unless instadown"

    This kind of brings us full circle since Dragon's Grip is being buffed.

    "If I hook you, you don't get the option → way better."

    I disagree, mainly since the Skull Merchants I have seen dont do it, but maybe it is better, it could just be based on the playstyle or situation. ¯\_(ツ)_/¯

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744738#Comment_3744738

    But how about when theres still other survivors left and the Flip Flop Boil Over is actually wasting the killer's time whilst the teammates are doing gens/gates?

    Might I propose an idea:

    Breakdown.png

    If you are using a wiggle build, there is no reason to not bring this perk. Even outside of wiggle builds, it can prove to be strong by create hook-deadzones for you and your team.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745103#Comment_3745103

    So the concept of downing a Survivor, that is within a 3-Gen, and leaving them on the ground just doesnt exist

    That's when survivor screwed it. How can Skull merchant down you inside 3-gen unless survivor runs there? If survivors are this bad, it doesn't matter anyway.

    Survivor can crawl away from your 3-gen, that's why you hook deep inside 3-gen instead and proxy camp. Slugging is less optimal play in that situation.

    If you lose against that, it seems kinda funny to me… Current Chess merchant is just a shadow of what Chess merchant used to be and I really can't care less about some balancing gatekeeping for this.

    "That's when Survivors screwed it."

    Or maybe it's the Generator spread? As I mentioned, Haddonfield specifically has the worst Generator spread, and is what people have been using.

    The narrow map boarders shoehorns players towards the main building, you are not given too much room to move around. The outside has 1, maybe 2, pallets that are fairly weak and can be easily forced, creating easy deadzones. The upstairs Generator is easy to defend due to it's hard to reach location combined with the only windows being weak and providing stagger. The only downstairs Generators are within breathing distance.

    To put it bluntly, the option of "just running away" is not always there with that map, the way it is design easily can be abused to choke Survivors into the corner or a deadzone. And it's not like this is a massive strategical play from the Skull Merchant either, the map design is just really bad and can easily be used to create these situations.

    Dead Dawg also has an awful Gen-lock but it's not as bad considering how open the map is compared to Haddonfield. And this is just with current maps, the future could hold map design that is far worse for Gen-locks and far more problematic.

    "Survivors can crawl away from your 3-Gen."

    Yes, they can, but they still have to waste time recovering and crawling which contribute to bleeding out. And even if the Survivors crawl out, they lose efficiency by having to get a teammate to leave the Generators to pick them up, which still Generators pressure for the Skull Merchant.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744923#Comment_3744923

    So from 3-gen to slugging? Pick which is an issue with oppression. Answer is neither...

    They don't work together unless survivors let her. For slugging you need to run around the map and commit to chases, that's opposite of 3-gen playstyle.

    "For slugging you need to run around the map and commit to chases, that's the opposite of 3-Gen playstyle."

    So the concept of downing a Survivor, that is within a 3-Gen, and leaving them on the ground just doesnt exist? You can both Slug AND Camp a 3-Gen at the same time, both are mutually exclusive since hooking wastes time and you generate pressure by forcing Survivors off Generators so they can pick the Survivor up.

    Have you ever actually taken the time to watch what Chess Merchants do now? Most go for Bleedouts while stalling, they never leave the 3-Gen and slug Survivors they down to generate pressure, most teams either give up or bleed out.

  • @KazRen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744836#Comment_3744836

    I don't think I've ever had a match where I've played against a skull merchant and did a gen with a trap on me that was active but maybe that's just me.

    I guess the addon could be problematic but I think there is a more obvious problem in this case that being skull merchant.

    Also this isn't really a reason more something that I'd like to point out, but realistically in a 3 gen situation, the killer can't manage 3 gens and not reach the anti 3 gen limit even with skull merchant and that addon. Obviously it won't be fun and it will be way to long, but it is possible to beat.

    I dont think you understand, it's not about stalling to hold the game hostage, it's about stalling in a way that can afford you the time to bleed the Survivors out, which this playstyle already affords enough time to do.

    The match wont last for an hour, obviously, but at the same time, it will last more than long enough for the Survivor's bleed-out timer to fully deplete, which is the intent behind this playstyle, to stall long enough for the Survivors to bleed out.

  • @KazRen said:

    Oppression isn't that crazy if you hit the skill checks. I will say I am worried about the potential of the games lasting a long time.

    Dragon's Grip I h100% agree it's worrying but it definitely needs to be tested in PTB.

    SSpeak.png

    Except, we have this addon, for a Killer that already has area denial.

    Claw Traps have a duration for 45 seconds, and can be extended by an extra 15% on top of that. Oppression having a 40 second cooldown means youll most likely give them a difficult Skill Check while they cannot hear Skill Check audio.

    And Idk if you remember the whole "Chess Merchant vs Team Eternal" situation, but even experienced players miss Skill Checks sometimes.

  • @Rudjohns said:

    Deactivate Flip Flop and Boil Over in the endgame and when you are the last survivor still alive, no?

    No reason for these perks to function in this situation anymore

    Ngl, if a Survivor had Boil Over and Flip Flop, even if they are the last Survivor, and they kept intentionally running to a deadzone to prevent being hooked, they are going to be bled out or killed by EGC instead of actually being hooked.

    This change realistically improves the situation since it helps all players move onto the next match and prevents the Survivor from wasting my time out of sheer pettiness.

  • Blight WAS fun to play against. Then they made him boring.

    When you remove different ways to play a character, it also removes more interesting ways to counter-play said character; which has resulted in forcing Blight to effectively play all tiles the exact same, every single time, to get their confirmed hit, it's boring.

  • You are comparing numbers from two completely different roles that function in two completely different ways. It's an asymmetrical game, both sides are meant to be different and diverse, thus their goals and objectives are different.

  • Id like to add to this, the Rightful Owner challenge requires you to get 4 Kills when someone gets the Hand/Eye of Vecna, and is intended to be the counter-achievement to Hand-Eye Coordination.

    It's not like you have much agency on the Killers you face, so even if it is Vecna, and you manage to get the Hand/Eye of Vecna, it is likely that you will be tunneled out because the Vecna player is trying to get the counter-achievement.

  • Id like to see it both buffed and nerfed:

    • Buff: Remote Hooking lets you pick the hook the Survivor is sent to, including Scourge Hooks, giving the Killer more control over where the Survivor is hooked. (This effect does not apply to Basement Hooks.)
    • Nerf: The Survivor must have wiggled 25% of their wiggle progress in order for the Killer to use Remote Hooking, giving the Survivor the opportunity to perform a flashlight/pallet save.

    I think it would be a fair trade-off that still makes the Remote Hooking worth using while making sure it isnt too strong. And I think it would be an amazing complement to using Scourge Hooks.

  • I think I have suggested something in the past and I think it would overall be a good idea.

    Unfortunately the only way we can try DLC characters currently it by being forced to buy them (Splinters were removed), meaning we are not able to make more educated decisions on rather we enjoy the characters. Giving us access to all perks in Custom Games is nice, but I dont think it is enough.

  • @Devil_hit11 said:

    I feel like drawback of picking up the item is irrelevant. Maybe it should give the killer 5% haste for 30 seconds.

    I think it is fine enough. It does not need a buff or nerf since it is already in a good spot, in my opinion.

    I dont really think 5% Haste is necessary, and 30 seconds is too long as well. Though this is just my opinion, nobody is forced to agree with me, I just dont think it would be healthy to do that.

  • I mean, run Iri Flesh with it and you can get a lot of value from it that cannot be underestimated.

  • @radiantHero23 said:

    The Piggy skin is amazing. As a Pig main, I HAD TO GET IT. 🐽

    The pants, for example, are taken from the Hidden Horror (body piece), while coat is taken from part of Bloody Beginnings (body piece) with a cut along the back to match the Red Coat (body piece).

    The weapon uses The Saw (weapon piece).

    The mask uses the Pig Head (head piece) under the anniversary mask, you can see it under the eye holes, meaning Amanda is wearing two masks (the pig mask and anniversary mask).

    I dont mind re-using assets to make something new, it's just something I noticed about the outfit, it re-uses a lot of assets, which is interesting more than anything.

  • I say this is because was it really a GG when it was a stomp?

    Saying "GG" or "GGWP" after a match regardless of rather I win or lose is good sportsmanship. It shows that regardless if the outcome favors me or not, I will always have a positive reception of the match, and show good faith to my teammates and opponents.

    This has been a tradition in gaming for decades now, one of the few positive ones at that, and it's likely never going to change.

    Regardless if you agree with it or not, your beliefs are not representative of how the majority view it, nor does it dictate how people act. Nobody should be forced to "wait for the loser to say it first" or "say nothing" because YOU view it differently from the majority.

  • BHVR posted about this for new gamemodes. It's not that MMR doesnt exist, playing an alternative gamemode prevents you from gaining and losing MMR, you will always be matchmaked into the set MMR range for your Survivor/Killer.

    To keep queue times low, the game does widen the MMR matchmaking range to allow for faster matches over quality matches, this applies for all matchmaking.

  • @appleas said:

    Wouldn't surge work too instead of beast of prey?

    Surge is good if you want Break (Bloodpoint Action), and is an alternative option, though I find that slowing down the match is not a good idea for this type of farming so I personally dont use it. Quick matches are the best for this, you want Survivors to face as little resistance for their objective.

  • @Junylar said:

    You will get destroyed by SWFs rushing gens in mere second with this build. Practice shows you need to play as sweaty as possible during this event, in order to achieve 4k, which will get you more points that 8 or less hooks with 4 escapes and 2 minutes of teabags at the gates.

    To kind of explain:

    Faster matches are better since it means you can move to the next match quicker, you get category resets faster as a result, and since you can quickly fill those categories, it leads to fast Bloodpoint gains. This build has massively increased my Bloodpoint gains compared to running standard builds, and Im prestiging my characters insanely fast.

    Most of your time in a DBD match is going to be spent gaining Bloodpoints for categories that are already maxed out, you spend more time in a match but your Bloodpoint gains become less and less as a match extends since you cannot continue to gain score in a category that is full.

    15-20 minute matches where your categories are full does little to nothing in the long run compared to 5 minute matches with the same categories full, and while before I could do 3-5 games per hour, with this build I can do 6-10 and gain more BP in the long run. Winning is not the point here, the point is fast matches with lots of Bloodpoints, which the build accomplishes.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741503#Comment_3741503

    They made Lucky break a viable perk on new map. Lucky break+Portals = you lose survivor in chase.

    I mean you could already do a similar thing by using Lucky Break and a Lery's/RPD offering.

  • The Portals against 115% Killers are not an issue since they will eventually catch up, albeit it will take awhile. I think it needs to be looked at for being a potential issue for 110% (or slower) movement speed Killers.

    Also the Portal placement is just over not the best either; ranged Killers can camp the dungeon's exit portal and exit stairway without any issues, but entering the dungeon itself is too easy. Portals were designed to prevent the Killer from easily holding line of sight of an entrance way and denying access, but it's still an issue.

  • @TheArbiter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741476#Comment_3741476

    Is this every match? I suppose I could've unintentionally been used to them for a while now

    As far as Im aware, yes, it is every match.

    Though on most open maps it wont make much of a difference anyways, it is mostly impactful on indoor maps since the inconsistency can make tracking Survivors harder.

    From what Ive heard (and doing general research), it is has been this way since the End Transmission Chapter or Alien Chapter released (roughly around that time), BHVR never listed it as an official change in the Patch Notes so it is either a bug or a shadow change, more likely a bug though.

  • They have been bugged for awhile, there is a delay from when they show up and weird/inconsistent spacing between Scratch Marks.

  • What addons are you using?

    Nurse's Fatigue is based on the amount of blinks you are doing and rather you swing or not. Addons can make the Fatigue period longer by adding more blinks or changing other aspects of the power.

  • @Steakdabait said:

    Actually makes the game more or less unplayable if they're abusing it. Better endfury on every pallet isn't exactly what i would call healthy gameplay

    The Endfury bug where you walk through pallets is definitely an issue, but Blight in general is just bugged.

    Breaking a pallet with a Lethal Rush while being too close to it is just generally faster due to a bug, and it just happens when playing Blight normally since you often use Lethal Rushes to break pallets.

    It sucks since I have a lot of Terrormisu on Blight that I want to use, but they should still be killswitched.

  • @Crowman said:

    The one benefit of the plus 1 invitation is that if it's the first modifier you don't need to find one to start using the powers.

    That is nice, and has happened to me before, but it isnt that huge of a deal since in most of my matches I spawn really close to an invitation anyways.

    My main gripe is that it does not seem to do much outside of that, and it would be nice to see it gain an additional effect that affects gameplay more.

  • What is toxic about doing Generator? It's the Survivor's objective.

  • Hop in a locker to force Decisive Strike. If you get grabbed while (slowly) exiting a locker, another Survivor can flashlight save you. From my experience this seems to bypass remote Hooking since it forces the Killer into a different (and longer) animation.

    Also all abilities have a cooldown before you can use another anyways, and most Killer use the remote Pallet Break, which puts the other abilities on cooldown.

  • I feel like we get a thread like this every event.

    Both sides play sweaty. Killers tunnel. Survivors stick to Generators like a fly on a glue-trap. It's just the nature of the game. Even if there was not an event active, youd still see it.

  • The transition from White to Red is based on the amount of charges lost from Franklin's Demise. If the item is already missing charges or is out of charges, it will display as White the entire time, since there are no charges left for Franklin's Demise to regress.

    Likewise, White items can be shown based on other perks and addons that drop items independently from Franklin's Demise.

  • @DragonMasterDarren said:

    https://us.v-cdn.net/6030815/uploads/MLY3LH5AB2A7/image.png

    I plan on getting Demo to P100 or at least close to it

    Once I finish getting all of the Survivor perks (Ive been too lazy and have a lot of catching up to do), Ill probably do the same.

    I know P100 Demo isnt anything special, but I like Demo, so I wanna do it.

  • @JPLongstreet said:

    Nice to see some wholesome positive threads for a change! 😁

    Glad to see it as well!

  • BHVR is full of a lot of talented individuals that do make some really cool stuff, glad to be here and apart of the community for another year, and hopefully more to come.

  • @AlphaYandere said:

    https://us.v-cdn.net/6030815/uploads/7SQEN9D3822G/grafik.png

    I have all (twice) PS5 and PS4 Version, will work on Steam when Cross Progression is out

    Back when I was on Console, I was only missing Skilled Huntress, Hemophobia, and Left For Dead. Idk if Ill ever go back and clean up the achievements for the sake of saying "Ive done it twice" since Im lazy.

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