MoZo
MoZo
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- MoZo
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nope. it’s a bug and the devs are aware and hopefully are working on a fix for it.
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same here. i’m on Xbox Series X and i start getting low frames when near an exit gate too. especially when it’s open.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004731#Comment_4004731
m1 killers arent much better with the amount of pallets maps got now. (ig BHVR invested in home depot…)
the new pallets are so terrible though. sure they added more pallets but they went across the board and nerfed pretty much every filler on the realms that got updated this patch. all the killer needs to do is double back and lunge to outplay all those new filler loops. they just need to revert the maps update in general since neither side is happy from it.
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@PetTheDoggo said:
Bugfix chapter
pretty sure we are getting one in november. they pushed back the november chapter to january to make the november update solely focus on bug fixing and qoL. hopefully they follow through and we end up getting so many bugs fixed that it will feel like homework to read the patch notes. only time will tell…
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was playing with my duo yesterday for about 6 hours straight and i’m not even trying to be funny when i say this - every single game the killer was either hard tunneling or hard slugging (with perks to help like infectious fright and forced hesitation). It got so bad to the point where i had to start bringing babysitter, BT, and STB just to give my other teammates somewhat of a chance against the turbo tunneling killer and my duo had to bring unbreakable to counter the potential 4 man slugs.
I said it before and i’ll say it again. They should’ve waited until the day before the new chapter or on the same day as the chapter release to tell the community that they’re delaying the tunneling and slugging reduction systems. The amount of tunneling, proxy camping, and slugging ever since that announcement has skyrocketed. It’s not fair for the survivors and i don’t see how it’s fun for the killer doing the same hard tunneling and proxy camping every match.
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@Coffeecrashing said:
Does it do this while you are on hook, even when there isn't a light source (i.e. lantern) on the screen?
yes. every time i’m on hook no matter what map, light source or lantern there is my game always seems brighter. i have no idea why
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it’s bad like always but it feels like it’s gotten worse since the announcement of the tunneling and slugging reduction systems being delayed. the amount of tunneling , proxy camping and slugging has gone up tremendously in my games at least. It’s forced me to bring DS and unbreakable every game which really sucks. I hope that once the systems eventually come through along with the promised see your teammates perks coming in march, solo q will be a lot more bearable.
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Billy. there’s 2 things i want done with billy:
- revert boots back to their pre 8.3.0 version (45% for spiked boots and 30% for dads boots). they can keep the rarity nerf but PLEASE bring back the old numbers. i miss drift king billy
- do a full collision pass for his chainsaw on every single map/tile/obstacle in the game. i shouldn’t be bumping on things i physically can’t see and survivors shouldn’t be able to click crouch to dodge a literal CHAINSAW TO THE FACE.
Other than those two changes, i think billy is perfect as is.
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it seems they coded it to work ONLY if the aura reading from the survivor is a duration effect instead of a proximity area like kindred, wiretap and possibly the Crimson Stamp addon for the map.
I think this is a very, very good idea from the devs to make sure this perk isn’t abused in the cases where a surv has kindred or wiretap.
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i rarely see billy since the nerfs he got last year in 8.3.0. But the billy’s i do see occasionally are either bad/intermediate billy’s where they aren’t that good with the chainsaw and it’s kind of sad to watch or i get the god tier billy’s that show you the reason why he’s top 3 in the game. if nerfing nurse and blight means more hillbilly’s, then im all for it.
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I still find it bizarre the reason it got nerfed from 5 to 4 seconds. last year when they buffed it to 5 seconds, it became very popular again (like the buff was supposed to do) and then people complained about offensive DS when it’s literally been a thing for like 6 years. Instead of letting the “new toy syndrome” wear off and seeing how 5 second DS would last in the long run, they instantly nerfed it. Tbh it’s still a good perk but it could’ve just been kept at 5 seconds. OTR is still miles better than DS anyways.
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@DNet89 said:
I would've liked it more if they tweaked the numbers to the Anti Tunnel and Anti Slug for release. Then during Hot fixes like 9.2.1, 9.2.2, etc. they keep adjusting numbers
they should’ve added it in with the 9.2.0 update but instantly kill switch them until one of the 3 bug fix patches where they can implement the adjustments. having to wait possibly until the end of october or sometime november for the 9.3 midchapter with the tunneling and slugging features is gonna feel horrible as survivor.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997184#Comment_3997184
I dunno… 10 minutes? Wasn't exactly counting.
lol. i respect the dedication you have towards the topic and post. you have my upvote.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997179#Comment_3997179
Not to mention that changes like AFC came after healthy hook grabs were removed, which addressed the problem fairly well as is.
it addressed some of the issues but AFC was very necessary for insta down killers in particular. bubba, billy, myers with t3 99’d, huntress with iri head, clown with red head pony finger, etc would have still been very problematic at face camping since they could guarantee nobody could get the save.
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@Ryuhi said:
I'm more concerned people in charge of the game looked at the changes, how ambitious many of them were and how far reaching their consequences would be, how many interactions they couldn't possibly have tested and prepared for that the community would figure out before the content was even in our hands, and still went ahead with it in that state.
Then I'm more concerned with how things like the anti-go next feature went. Both in how it was designed in a way that led to almost as many false positives as genuine applications.
Then I'm also considered with how the feedback went toward it. Some was for refinement and fixing the system's accuracy and cutting down on false flagging, while the rest was a resounding "Just throw it out entirely" because of how many people who would be satisfied with nothing but removal of such an extreme system that could potentially affect them in their minds.
Now we look at changes that affect the entire killer role, not only not fixing killer balance but making it even worse, punishing killers for getting kills that don't involve tunneling because there was a possibility they potentially could, making changes to slugging that effect the entire macro game focus of both sides decidedly in one direction, applying both the carrot and stick simultaneously (which is good!) but doing so in extremely uneven measure (which is bad.)
Then people are surprised when so many killers want everything thrown out instead of refined. They should have seen this outcome from a mile away, there is no way they could hope to make this many sweeping changes at once and expect to land on the right values and oversights for everything. This is to be expected. But that makes it that much more important that the community is both fair and honest about all of it, regardless of how any changes affect them individually.
A lot of feedback has been dismissive since the moment the patch notes dropped. A lot of other feedback has been alarm bells at the slightest shadow. But a lot of people have been addressing foresights since the moment that the first details were revealed, mostly because of the amount of details that weren't, and how these things go each time they try to make ambitious changes.
Don't give up on making core experience improvements. That is a good focus to have, as player experience is very important. Not to go on a tangent, but the history of Final Fantasy 14 is a very good example of how important customer satisfaction can be for a game's success and longevity. All they did was strive to do better, put pride (and in some cases, even career security itself) aside and focused on addressing player issues in a way that impacted other players as little as possible, and went from being cancelled to the biggest game in its genre with an even longer lifespan.
The biggest difference with an asymetric environment is that both sides need to be treated evenly obviously, but they also need to be considered evenly. Not as a "devs favor X!" kind of excuse, but more of a "If I make a change to X survivor thing, it will affect Y and Z survivor things as well, but also C and D killer things." People theorycraft and doompost because they have little faith that their concerns will be addressed, and the pipeline for some fixes has been notoriously slow.
There will always be hyperbolic feedback that is self focused instead of being about the game on the whole, and there will always be people who want to throw out anything they see as a threat to themselves. All we can do as a community is be honest with our feedback, and all they can do is be willing to sift through the rubble and learn how to improve the game from it.
I just want everyone to remember how the anti-go next went. Both in the community, and how it was handled behind the scenes. We obviously don't know the latter, nor necessarily should we, but its crucial that the RIGHT steps be taken in regards to how to handle these changes going forward, regardless of whether they are the EASY ones. Many of the changes from this PTB have the potential to "save" or "kill" the game, depending on how they are (or aren't) revised and/or iterated upon. More than anything my personal concerns are how much dissonance is going to impact changes on this scale, whether the devs and leadership will be up to the task of handling things properly, and whether the community on either side will essentially sabotage them with bad data.
This isn't bandaid fixes, its actual core adjustments. Its important that the community acknowledges this is a shot at the devs doing more than throwing perks or numbers adjustments at problems and calling it a day, and its important that the devs realize that making changes this integral has amazing potential to both improve or ruin the game.
how long did it take you to type this? be honest
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it’s about to be re-enabled in about 20 minutes with the release of 9.1.3. Hopefully the perk is 100% fixed so it doesn’t get kill switched again.
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@thrawn3054 said:
Adrenaline is terrible imo.
not terrible, just far more situational now in solo q. in a swf, the perk is still S tier since they can 99 the last gen and wait for everyone to be in a good spot where adrenaline is at a good time to activate (getting off hook or all 4 survs injured with adren). other than that, i would not use this perk in solo q since it’s a double gamble if the perk will even work.
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they said it’s coming next week. i believe Mr. Popes exact words were “that will be coming later in the week of August 25th.”
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Myers is about to get a rework/substantial gameplay update in october. I doubt he’s going to be leaving anytime soon.
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@DragonMasterDarren said:
https://us.v-cdn.net/6030815/uploads/SCNDKV7J6FMG/image.png
Got a 21 minute queue, no pop up
This was so long I was able to run to the shop to buy dinner and still had to sit in queue for 3 minutes before I got a gamei just restarted my game and now the pop up works. try restarting to see if that works for you.
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@OrangeBear said:
I think Crimson Stamp is balanced. Especially considering the bloodsense map has 8 charges and there's a green add-on to add back 2 more charges. It's a bit tricky to use but you can totally counter killer mindgames at some loops and it would be very difficult for them to know that it's happening.
I agree about Blood Amber and Potent Extract though, downsides are just far too much.now that you put it like that, Crimson is pretty balanced. i think they could buff it slightly by increasing the duration of beam of light to 8 seconds and it would be perfect so it would be a 50% duration nerf and not 62.5%.
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@4thdslip said:
Posting in this thread so I can watch to see if any CM responds. Gameplay Update as wording makes me incredibly nervous as a Michael player.
I think it’s going to be a substantial gameplay change. maybe not a full rework but something like how freddy got where his ability kept the same foundation wise but got updated into modern dbd. i hope they keep him core to his identity of feeling like you’re playing as and against Michael Myers but make it so he can hold his own against strong teams without having to bring busted add ons or S tier perks.
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@Foggyguy said:
Is it not against the rules to ask for the mods?
it’s against the rules to tag them in a thread they weren’t already active in. you can say their name in the title, in the comments, or in the post itself as long as it’s not in a disrespectful manner.
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will the third bigfix patch be a permanent addition or only this time around?
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Myers rework in october????
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he’s not gonna get nerfed until the end of september. the updated qoL initiative was just released and they stated they will be pushing back the PTB for the upcoming chapter to early September (possibly Sep. 2nd when 2v8 ends). meaning 3 weeks after would be September 23rd for the live release. unless they address Clown in the upcoming 3rd hotfix in 2 weeks, we’ll be stuck having to go against giga speed clown for over a month…
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983212#Comment_3983212
lol did they somehow accidentally revert the wolf speed back the it’s PTB when it was 4.4?
back to it’s*
they really need to fix the forum edit bug😭
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983197#Comment_3983197
I knew I wasn’t crazy! Dracula felt so slow in the wolf form I was like wait why is he so slow??
lol did they somehow accidentally revert the wolf speed back the it’s PTB when it was 4.4?
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@ThatRyanB said:
I totally hear the frustration here and know I personally can't change how these nerfs feel for you, but I do want to make sure the feedback I'm bringing back to the team is as specific as possible and as representative of your experiences in the game as possible. With that, it makes it easier to advocate for changes.
If you don't mind me pulling this back a step to dig into the details, I'd like to ask two specific questions:
1. Of the two recent nerfs to Fog Vials (reduced opacity; max 2 charges), do you feel that one of these in particular pushed the item from feeling viable to feeling like it's not worth using? If so, which was it?
2. If you could make one specific change to Fog Vials that'd push them towards being an item you'd enjoy using, what would it be?
I hear the more general feedback (and rest assured, it's being collected and shared with the team), but if there are specific facets of the recent nerfs that felt most impactful, I want to make sure I'm giving them my particular attention. That, and things that could make Fog Vials feel better for you (like the great suggestions of increasing the total charges a little more).before i get into the details, i want to say that the large main reason (and i know you have reported this to the team and they are very aware of this) is the opacity is very, very inconsistent on the map you’re on. the difference between the opacity on dead dawg saloon and on coldwind farm is night and day. some maps (like coldwind), if i brought a fog vial into the match, i would probably only use it once or twice before realizing it is completely useless on those maps because of the bug with the opacity. i think if that issue got addressed and fixed before the opacity changes in HF1, we could’ve had a much clearer and better discussion on the density of the opacity of he fog vials.
onto the answers to your questions:
- the charges addition is what makes it feel (IMO) gutted/useless. before this change, with the nerfs to the opacity introduced in HF1, the killer could very much track me in the fog vial even with the Potent Extract add on. this changed made the fog vials’ main use to use them more from a distance to give yourself a better chance to either pre run or preemptively stealth once the killer got in the fog. with the charges nerf, you only get to use it 2 times which means A) you can’t even use it once per chase (usually you get chased 3 times a match if you go down every chase) and B) it heavily reduces the utility aspect of the perk and forces you to only use it in the best scenarios possible since you only have 2 uses for the WHOLE game.
2. the one specific change i would make to them ( i know this is a big one) is to revert them back to their release iteration with the bug of the opacity being different based on the map fixed. i stated above that the bug is the biggest reason with them (imo) but i feel that if that bug was fixed, we would have a much better picture of what fog vials are intended to look like. the community always, and i mean always complains when something is added or changed in the game, it happens every update. the release version of fog vials should have been kept in the game at least until the next update (9.2.0) or the 9.3.0 mid-chapter to give the new toy syndrome time to wear off. we had no idea how the new item would play in the long run and it seems the fog vials skipped the usual balancing pattern of waiting a couple updates before adjusting to see how it plays out.
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they lasted 1 week before getting shot in 1 leg and then limped for another week after until getting shot in the other leg 26 minutes ago with the update.
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their pick rate already plummeted massively from the opacity and iri addon nerfs from last week and now with these changes you’ll never see these again outside of survivors trying to troll and meme. so much for a “new and fun brand new survivor item.”
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982189#Comment_3982189
No it wouldn't because it wouldn't have an effect on the November chapter. Delaying the upcoming one to actually fix the game for whart is probably gonna be another big license is necessary at this point
ohhh mb. i lowkey read your post as delaying all content until march
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march is a bit of a stretch. maybe december or end of november to give them a good 2-3 months of bug fixing. delaying until march would i hate to say would probably kill the game.
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@Raccoon said:
Still no updates on anti-camp/tunnel as of this post.
i think they are just gonna let us know in the dev updates right before the ptb instead of doing a big forum post like how they did with phase 1. bummer but at least we know there’s only 3 major updates left of the year (9.2.0, 9.3.0, and 9.4.0) so my guess is in each of these patches, we’ll get the anti- x feature. my guess would be the anti slug will come with this upcoming ptb for 9.2.0 and then it’s a 50/50 on if anti camping or tunneling comes in 9.3 or 9.4
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OP? No. annoying? yes. it wouldn’t be like the masquerade where you could just brush past the pallet location and instantly place another party pallet since you still have to take time to run over and do the animation of rebuilding the pallet. also the killer can see the giant X on the pallet indicating it’s not a regular pallet and all they have to do is respect the pallet and then get a free down. the only issue would be swf’s going down under these pallets for cheeky pallet saves but that’s been a problem for so long that i don’t think it’s fair to have that as an argument for this perk i’m general.
i also don’t think the perk would be strong enough to warrant a 2 minute cooldown on it. if it made the pallet a REAL pallet like in 2v8 i would completely agree with the 2 minute cooldown.
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i think it’s because the way finesse’s cooldown is coded to where it doesn’t go on cooldown until after the animation is over and the survivor is over the pallet/window. since the killer breaks the pallet while you’re midway through the animation, the game code doesn’t register it as a completed vault so it doesn’t go on cooldown.
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it’s not that surprising seeing that it took them 3 patches in a row to finally fix spirits audio husk bug, only for her to get bugged and indirectly nerfed with sound every other update.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980168#Comment_3980168
well 2 minutes after writing this they put out a kill switch post lol
since a post has went live, could a mod please close this thread as it is redundant now?
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980166#Comment_3980166
damn. i lowkey did feel i was getting away with some vaults that i shouldn’t have but it feels very inconsistent. they could’ve at least put out a post that they kill switched it with an eta on when it will be fixed. players have spent real money on the characters for this perk just for it to be disabled for the unforeseeable future.
well 2 minutes after writing this they put out a kill switch post lol
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@supersonic853 said:
They for some reason cant fix the faster vault because they said they fixed it but didnt.
damn. i lowkey did feel i was getting away with some vaults that i shouldn’t have but it feels very inconsistent. they could’ve at least put out a post that they kill switched it with an eta on when it will be fixed. players have spent real money on the characters for this perk just for it to be disabled for the unforeseeable future.
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they confirmed last week in a Status Report post that it’s only visual bug and it still is at the 20% it was previously at.
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@MeduSnake said:
I understand the sound nerf of the Fog Vile. But the "It's too strong I can't see anything" only came from people sharing clips of their modded game with multiple filters since they are so bad that they need every help that doesn't ban them.
it also doesn’t help that it’s bugged to make it less or more foggy depending on what map you’re on. if they actually fixed that bug, we could’ve then decided if the fog vial opacity was too much or too little.
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@ChucksterMainin said:
it is pretty bad like but it is alright meanwhile Clown still roaming free of unfun games
fog vials really went from actual fog on the ptb with the iri addon, to decently foggy on release to now just a slight filter change for the killer and survivors. tbh atp i don’t see what’s the point in running them.
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we probably won’t get any mini event stuff for a while since we just had the anniversary event. i hope they give us a bloodhunt during the upcoming 2v8 but with the way the devs have been handing bp recently, id say we’d have to wait until Haunted by Daylight for the next bp farming event.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978778#Comment_3978778
Thanks for the update, Paulie!
https://forums.bhvr.com/dead-by-daylight/discussion/453256/no-update-on-xbox
If you have a moment, would you be able to check and see if the update has reached you now?
hey Ryan, i can confirm that the update has gone out to xbox players. i received mine when opening up my game.
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same here. xbox series x and i still haven’t gotten the 9.1.1 update. my game is still stuck on 9.1.0
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i was able to get it in customs when playing with my friends earlier. i haven’t got it in regular matches yet but it seems they killswitched the offering and not the actual realm/map itself on accident.
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if you brought streetwise and found an item in a chest that used the old charge system (medkits, toolboxes and flashlights), if you already had an item in your hand when you opened the chest, you could repeatedly spam the pick up button to cycle your items to keep adding the +80% charges to your item basically granting you unlimited charges. this of course got kill switched but it seems the perk will be reenabled and fixed with tomorrows hotfix.
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i wish they would just keep the fog vials as they are now and just let them sit for at least a month and then if they are still “overtuned”, then adjust them in 9.2.0 or one of the 9.2 bug fix patches. they’ve only been out for 1 week and it seems way too early to make balance changes to them.
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damn, slinger has been getting shadow gutted with all these bugs. first the random invisible hitboxes in many small cracks that he was able to shoot through, the harpoon just bouncing off survivors when you clearly shot them, and now this…
