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Nea_Death_Experience

Nea_Death_Experience

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Nea_Death_Experience
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  • @Wolf74 said:

    @Nea_Death_Experience

    "I would love to see your views but I have no interest in your salt simply because i didnt consider somthing."

    If you can't connect the dots… education is something you have to do on yourself.

    You call me salty while you are complaining to globally nerf something that is only "powerful" on 1 (maybe 2) out of 14 killer.

    The survivor doublestandards are… weird.

    You want killer stuff balanced around the most powerful killer. But you don't see any problem in survivor stuff being balanced around the worst player.

    But it's me who is salty… yea, sure.

    Maybe you could shed some light on this by anwering the question (questions are those marked with a "?") instead of calling it something I quoted (quotes are those thinks marked with this -> "...").

    In fact the thing that you seem to missunderstand is: ALL killer should be on the powerlevel of Billy.

    "In fact the thing that you seem to missunderstand is: ALL killer should be on the powerlevel of Billy." No. Every killer should be the same treat as Billy but they should be strong in their own areas.

    You are correct that I can't connect every dot, and when I cant I ask. Note this post. I thought the nerf was dumb so I asked and now it makes sense. I got this by asking for other peoples wisdom and learning from their point of view. Not by sitting there, talking down to them and taking one point (the BBQ #########) and running it into the ground. I don't give a care about BBQ and yes survivors need some changes but that is not what this post as about. If you want to discuss balance dramas make a post and invite me to it. As for now your comments will be disregarded

  • @Wolf74 "Billy with BBQ and Ruin is broken, but Claudette with SC, SB, DS is fine?"

    Where did I say this? Where did I say anything Like this? Where did I say anything like this.

    I do think all killers should be similar. I think they should all be a threat but they aren't. I think alot needs to be done to balance them so they all have the same kill potential but just in different strategy.

    I'm not here to rattle off every change I think is being done. I was here to collect opinions on the question raised above. You are clearly just after a argument. You appear hostile as you accuse not playing killer. At no point do you make effort to understand, enquire or even reply to most of my statement.

    I would love to see your views but I have no interest in your salt simply because i didnt consider somthing.

  • @Wolf74 said:

    @Nea_Death_Experience

    "Clearly you never play survivor. It was hard to play VS a billy, spirit and nurse with BBq because they were always on someone. With the right stuff you get pretty much everyone every time or at least are always finding people. Please play both sides."

    Nice assumption, sweetie. But unfortunately your wrong.

    But let me guess, you do not play killer, because you seem to be ok to give survivor broken tools to combat a killer at the top level without regard to all the remaining killer that can not zoom across the map.

    We have 14 killer right now and only 2 are on the powerlevel that you target and you still think that's totally ok?

    The bias must be strong in you.

    Okay so this will be the last one of your messages I reply to as it seems you think getting angry and mean makes you correct.

    I posed this as a friendly question and someone answered it. I am not saying survivors should be broken, i am saying that I was sick of every game playing vs BBQ and ruin every damn game. Now that BBQ has a nerf I find in less games. Killers like BBQ because it makes the game easy, a perk tells you where most people are and you don't have to be as good. I only take BBQ for BP. You don't seem to get that it was abused by billy and spirit despite your supposed prestige at being a survivor. I am not here to take a side, but the perk was FAR more useful to the fast killers than the slow ones. The theory from this is that the perk is OP on those characters. I would suggest lockers taking this away, I would give it a cool down. I will try very hard to see both sides, I have my opinions but I am not always correct.

    Please refrain from commenting on my posts if all you want to do is be angry.

  • @Bongbingbing said:

    When lockers were buffed to hide Auras they meant to hide all aura but for some reason only hid them from the Killer, This is a follow up to what was meant to be.

    Please tell me how you think running Object of obsession and hiding in a locker while telling your friends exactly where the killer is, is fair?

    If nobody can see your Aura, You shouldn't be able to see anyone else's.

    This was answered above.

  • I can not believe out of 4 releases this year they did not include a Licensed killer.

    I vote they should get Jaws. Do the gens to power the boat before it breaks it and eats you.

  • @TheMadDoctor said:

    Um isn’t this supposed to be in ptb feedback?

    The fact that you had to manually write "Um" shows you are just here to be negative.

    I wanted a more diverse opinion and I got it. Your pettiness served no purpose.

  • @Wolf74 said:

    Seriously?

    Someone is asking this??

    How is it not obvious how this is unfair and open to abuse by voice com SWF??

    The whole thing that lockers cover auras should have never been a thing to begin with. At least not for an unlimited amount of time.

    You want more camping? Go nerf the best perk that would reduce it: BBQ.

    Clearly you never play survivor. It was hard to play VS a billy, spirit and nurse with BBq because they were always on someone. With the right stuff you get pretty much everyone every time or atleast are always finding people. Please play both sides.

  • Nice point thankyou for your comment

    @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/50384/opinions-on-survivors-being-blind-in-lockers

    This was actually intended to already be in the game. It's more of a correction of an error than anything else. As far as why, it should be common sense really. If the locker can block the killers ability to read your aura it only makes sense that it blocks the player hiding inside's ability to read auras. Object of Obsession was particularly problematic since the survivor could hide inside and not be seen while still seeing the killer's aura. Making the locker only affect certain perks is needlessly complicated. So now there is just one rule to remember no matter which side you are playing as. Lockers block auras. The end.

  • I never really liked the foggy monochrome thing the Devs made for him because his world is fire, steel, and gore so when you enter the Dream World the colors have a more fiery feeling, tints of orange and yellow and some walls look like they are turning to ash at the edges or have embers.

    Hey I like the start but Freddy is a normal person in the real world and can die. I think Freddy Would have to start outside of dream world, have 110% movement speed and when he puts someone to sleep he can go ape #########. He should also get stronger the more people are in there

  • So I was playing the Nurse on console.

    As Billy once I had a dude DC when I got them first, then killed 2 people without a gen being done. My ruin was broken and the dude was hooked for that. The Laurie with DS hid for more than 20 minutes. She didn't even try do any gens, every gen was on 0%. I was running up and down lampkin lane checking lockers, up and down houses until I finally found her. She had DS and started crawling away from the hook. I couldn't be bothered so I let her bleed out. She DC'd eventually.

    I relate to your pain. I am not proud of what I did, but had I found her on a gen trying to live I would have let her go. Survivors that delay games like that suck and shouldn't be allowed to derail the game that far. I hope that both of our survivors don't mess with a killer in that way again in fear of what they will do to them in the end.


  • @coryma said:

    It’s not abusing the hatch for an escape when you do the only 2 gens and your teammates a e terrible

    @coryma said:

    the hatch timer wouldn’t work because killers in a hatch standoff would gladly sit there for three minutes waiting to grab the last survivor

    For your fist comment the idea of the game is 'Hope' it says it all through the lore. The hatch is so you can still escape or have a chance to escape so the hatch. I don't think abusing is the right word; I would use 'boring'.

    In your second comment I read this as "The killer who has killed all of your friends and deserves the 4 man will gladly wait 3 minutes for what they deserve." In my model I cover that you can either wait the time and go for the hatch, or do another gen. The survivor has the chance to get the hatch but if the killer gets it first they win unless the survivor gets another gen and forces the killer off the hatch and slips in. My design changes the dynamic of the game from standing around to actually playing it.

    Thanks for your support.

  • The only change we need is to have the number of unbroken totems on the map displayed to all players, including Killer. Other than that, it's fine.

    I don't think it should be displayed to killer. If you want to know take Thrill of the hunt.

  • @Wolf74 said:

    @Entità

    "Nice! Why should a survivor be forced to play with facecampers or tunnelers, then? The idea only survivors can be toxic is wrong: I see too many killers who ruin survivors' game experience,"

    Sorry, but you are actually wrong.

    What you describe as "ruining [their] game experience" is just the killer doing his objective.

    Killing people, removing them from the game. Tunneling and camping are just ways to do that. Sometimes it is just smart and efficient to do it, sometimes it is more hurting the killer than the survivor (Kill 1 while the other 3 basically get a free escape).

    The thing is, the killer player is playing an evil, demonic, psycho, serial killer. His play being "toxic" is part of the job description. He is NOT the nice guy. He (or she) is the enemy, the antagonist, the villain.

    If dying is "ruining your gameexperience" in general, you maybe should consider playing a different game.

    To me the whole concept (that the Devs support, most likely due to popular demand) that every survivor has some sort of "right" to play each match for a certain amount of time, is still strange to me.

    Someone is always the unlucky one that is removed from the match first.

    If that happens to you so often that it bothers you (you not personally, but generally speaking) to the point that you dislike the game, maybe a change of playstyle would help.

    Avoid getting found and chased first might help. (Seriously)

    That would also help the killer enjoy the game more, because that would actually slow down gen rush if more survivor would try to avoid being first to get caught.

    Hey man I agree with what you are saying to an extent but i think there is a middle ground between your and his opinion.

    As a survivor it sucks to queue for a game for ages, get a game, get downed for whatever reason and then be stared at till your dead. Another one is just to be put on a hook, saved and downed over and over. You can blame the team mates or whatever to counter my argument here but the actual issue is some killers need to play like this to get kills. Funnelling and camping is not hard and it is not fun for either side.

    Any Leatherface that says he loves looking at the hooked dude with his chainsaw reeving is lying. Killers just aren't strong enough to not have to do this and some killers find them selves at a higher rank because of the pip system or face smurfing survivors that they simply aren't use to facing.

    You are right bro, but step down a second and listen to what he is saying.

  • Upon loading into a lobby, other survivors in the lobby and the killer hosting the lobby should not be able to see usernames.

    Hey bro I think you make a very good point. This is a change I would love to see as a survivor. Others make a good point about reporting, Maybe you just need at the end to have the survivors character name next to their names at the end. Tbh I think having their names in game would be okay. I think it is just pre game that is the issue when they can make your build to kill one specific person. I think the killer should only see the physical person and then when the game starts they can see the name. This I think is the best middle ground so killers can report cheating as in game they can see their names. Survivors should be able to see each others games because it is a team game after all. I see a lot of dudes I know and we have a good community together.

    I think its a good idea bro.

  • @Mr_K said:

    Some survivors try to make the killers game boring and unfun. Is it okay for the killer to DC?

    There is a reason why killers slug the 3rd survivor. It's to avoid the very unfun/unwinnable hatch standoff.

    I made some hatch suggestion changes in the balance forum that you should check. I would like your feedback.

    TBH sluging sucks to be on the receiving end but I have had to do it for the 4 man. The hatch just needs a tweak which is what this post is truly about.

  • Honestly i can't tell you how many times I've lost a rare offering because the killer didn't like what he saw for offerings.

    I think you should get like 3k per reward type so you still pip. Sometimes they DC and I depip. Like #########, you also loose offerings which is lame.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/348673#Comment_348673

    That’s not great advice.

    When I play Killer and they try to fake run from the hatch, I just stay right on their tail ensuring to never hit them, unless I know we’ve gone a considerable distance from the hatch and I know the adrenaline burst won’t help them reach it. I do everything I can to keep them in sight, be patient for the grab, or keep up with them till they’re too far away from the hatch that hits are finally safe again.

    That can take ages and sometimes for me as killer it ends up just me and them standing there waiting for me to hit them. That's why I think the hatch should close so survivors can't abuse the hatch for an escape.

  • The "Daily Ritual" system we have in DbD isn't quite as you'd imagine a system of similar style to be in another game.

    I like your idea. The dailies favour killers because no one plays killer nearly as much as survivor (maybe this is just OCE but idk). I wish I didn't keep getting 3 killer dailies that want me to mori people on killers I physically cant play and don't want to play because they suck/ i suck with them. I don't enjoy every killer enough to sink all the time into it.

    I would love a more diverse system. Even if it was 2 killer dailies and 2 survivor dailies.

  • @Hoodied said:

    How does hatch suck on both sides?

    Hatch stand off yes, but try to bait the killer away from hatch and you can escape, or try to mess with the killer and make them think you ran away from the hatch

    Well you often get in these stand offs and it can be a drag. It would be much better to force the game to not be standing around for 20 minutes with most killers.

  • Ive been on both sides of it and it may be latency but it is a bit crazy.

  • The nurse is powerful because she counters looping. The nurse is probably the only balanced killer. I like what you are trying to do here but this balance could only work if the looping was reduced.

    The chain blink addons are what make her OP. But they are meant to counter the reduce blink addons.

  • @NoShinyPony said:

    @Nea_Death_Experience "SWF is hard mode"? You can't be serious, there is nothing more easy in this game. If you escape more often as solo surv, that does only mean that your SWF teammates need more practice and that your random teammates are more experienced. It doesn't mean that SWF is hard.

    Bro, im saying my mates are bad. Take the joke. They are casuals, it is hard mode.

  • Upon loading into a lobby, other survivors in the lobby and the killer hosting the lobby should not be able to see usernames.

    Hey bro I think you make a very good point. This is a change I would love to see as a survivor. Others make a good point about reporting, Maybe you just need at the end to have the survivors character name next to their names at the end. Tbh I think having their names in game would be okay. I think it is just pre game that is the issue when they can make your build to kill one specific person. I think the killer should only see the physical person and then when the game starts they can see the name. This I think is the best middle ground so killers can report cheating and will make farming games harder. Survivors should not be blocked from seeing each others names.

  • @Troman said:

    https://forum.deadbydaylight.com/en/discussion/comment/266957#Comment_266957

    This has nothing to do with a free escape, it has something to do with balance. But it looks like you don't know what this word means, look it up and educate yourself.

    A killer shouldn't be able to carry a survivor across half of the map to the basement. Right now wiggling is completely useless.

    Don't attack someone because you disagree with their opinion. If would be fair for you to ask for BP for wriggle but you shouldn't ask for a killer nerf you should ask for understanding. If you played more killer you would not ask for this change.

  • @Troman said:

    https://forum.deadbydaylight.com/en/discussion/comment/266957#Comment_266957

    This has nothing to do with a free escape, it has something to do with balance. But it looks like you don't know what this word means, look it up and educate yourself.

    A killer shouldn't be able to carry a survivor across half of the map to the basement. Right now wiggling is completely useless.

    Don't attack someone because you disagree with their opinion. If would be fair for you to ask for BP for wriggle but you shouldn't ask for a killer nerf you should ask for understanding. If you played more killer you would not ask for this change.

  • @Orion said:

    @Nea_Death_Experience said:

    @Orion said:
    BT needs two nerfs:

    • Doesn't activate once the gates are powered. This will make it so the perk can't guarantee hook rescues when there's nothing the killer can do about it.
    • Can only activate after a survivor has been hooked for 15 seconds. This will make it so it doesn't activate on hook rushes.

    Can you just write "Delete borrowed time from the game next time" because that is what you are saying.

    What I'm saying is what I wrote. If you've no intention of addressing what I wrote, then don't quote me.

    All your comment states is that you can not protect a hooked survivor. The point of borrrowed time is to make those saves that you obviously don't approve of. You have only offered Nerfs and have not considered the actual perk its self and the intent. Also if you don't want borrowed to pop don't sit near the hook at the end.

  • @NoShinyPony said:

    @Nea_Death_Experience "SWF is hard mode"? You can't be serious, there is nothing more easy in this game. If you escape more often as solo surv, that does only mean that your SWF teammates need more practice and that your random teammates are more experienced. It doesn't mean that SWF is hard.

    Bro you need to take a joke. I am saying the people I play with are bad. My friends are casuals and are actual rank 14-18. SWF is hard more for me but it was a comment in fun. You read one line in my comment and got triggered. Chill.

  • @NoShinyPony said:

    @Nea_Death_Experience "SWF is hard mode"? You can't be serious, there is nothing more easy in this game. If you escape more often as solo surv, that does only mean that your SWF teammates need more practice and that your random teammates are more experienced. It doesn't mean that SWF is hard.

    Bro you need to take a joke. I am saying the people I play with are bad. My friends are casuals and are actual rank 14-18. SWF is hard more for me but it was a comment in fun. You read one line in my comment and got triggered. Chill.

  • Remove ability to get Adrenaline activated, while being on a hook and then freed. It should ONLY activate while you're injured or in dying state.

    Hey man, Adren is anoying in that instance but I don't feel this is a fair change. The perk only works if they can do 5 gens and then if you do 5 gens you get a reward. If you don't get 5 gens it is a wasted slot. It has it's draw backs that you have 3 perks for an entire game.

  • I'm just curious how the survivor community feels about this.

    As a killer (I main survivor) if someone unhook right in front of me I go for the injured guy.

    !, it's toxic.

    2, It takes points off the dude who obviously did an unsafe hook.

    3, it gets rid of borrowed time if it is there.

    I wont hook this survivor if I get them unless it was a bit of a chase or I need the kill to gain momentum. If a killer does the same thing I wont flame them. I do pass along my thoughts to the survivor haha

  • Hey bro. I like some of these and am worried that some would break him

    I think you should be able to reset the same trap in the same spot you are right.

    As for traps being spread out I think this is a nerf because you would then have to walk back to the original area then walk to the far reaches to place one down.

    As for the skill check thing I am not sure this would be balanced, Suddenly you are getting all these free hits on survivors who are failing skill checks. This already is an addon. I think a good buff would be all traps start open regardless of where they are so you can spend a bit less start time setting traps.

  • Hey man I love Myres but if you did this buf he would have alot of control on his Insta downs and it would suck to play a Myers who can't make a stalking Mistake. It is often the case that while stalking you will go too far and pop tier 3 early. This lets the survivors have more time to escape which is kinda of needed. With his insta kill addons this new mechanic would BREAK them beyond reasonable control. Unless this QoL had a balance like Loosing stalking charge over time or somthing. There is alot of balancing that would go with a change like this. Maybe expand your idea a bit more?

  • Do you think it would make it more sense for dying light to effect everyone but the obsession. Meaning the more non-obsession survivors that die the worse the effects. This way you don't tunnel one person, have it change to another person, then have to tunnel someone else.

    • The more survivors that are not the obsession decrease the speed all actions are completed.

    Another tweak could be that if the obsession is killed the hatch doesn't spawn till 1 extra gen is complete (2 gens done changes to 3 for last survivor)

  • The devs allow these mechanics that you hate, so you can't really be mad at this.

    You basically say here "if you abuse things that are in the game that killers hate, I will facecamp, tunnel and abuse things in the game that survivors hate." It is stuff like this that is why the community is split. All you are doing here is flexing.

  • @Wolf74 said:

    @Nea_Death_Experience

    These changes hardly nerf the perk at all.

    I expect to see a rise in use of DS after this, because everyone wanted a personal BT.

    And in that process they mess up literally every other (killer) obsession perk and throw them in the trash bin.

    Bro. Read

  • @thebl4ckshadow said:
    We shall see, i dont mind the change.. But i’ll also be waiting for people to complain about mori beeing a free kill offering, Im in to sing that song <3

    Here you go
    https://forum.deadbydaylight.com/en/discussion/49127/new-ds-wont-counter-mori#latest

  • I think it would be cool for proxy sound. If you were close to the killer and talking is discord your mic would work in game too

  • @Orion said:
    BT needs two nerfs:

    • Doesn't activate once the gates are powered. This will make it so the perk can't guarantee hook rescues when there's nothing the killer can do about it.
    • Can only activate after a survivor has been hooked for 15 seconds. This will make it so it doesn't activate on hook rushes.

    Can you just write "Delete borrowed time from the game next time" because that is what you are saying.
    In 15 seconds on the hook the killer should be well gone and it wouldnt activate anyway. Not alot opf people run borrowed time anymore anyway. ######### happens. The point of the perk is to get the save. Hit the person as they unhook and after they unhook dude.

  • Bro, dream world is free aura reading. Why did you let them get that close to the exit door?

  • @KiraElijah said:
    NOED doesn’t work on me.. :(

    Me either unless I am getting chased the whole game.

  • @DudeDelicious said:
    The same could be said about adrenaline and self care.

    On this point adrenaline is in a different box here. Adren awards a team who got the gens down and noed punishes a team that gets the gens done. NOED is balanced because if you gen rush and don't check the totems it is your fault. On the topic of self care if a player wants to sit around healing instead of doing the objective it is powerful for both sides.
    I would offer that it would be better for NOED to give your bloodlust level 3 until the totem is broken and my aforementioned bloodlust changes which is the entire reason this post exists.

  • @GraviteaUK said:
    Saying "A killer would have not got any kills without X perk" is a weird statement.

    That's like me saying "That survivor would have never got out if he didn't have Urban to immerse his/her ass to high heaven"

    NoED is 100% counterable either be destroying the totems or looping the poor sucker until you get out or the team finds the now lit one.

    This is a factor though. I myself have killed all 4 people in exit zone with noed on a killer i was playing for a daily sacrifice. I have also been in a 4 man kill because of noed. To the point as I have stated constantly. My point of the requested change is that more deaths should happen in the early game than the late game. There is a balance that the killer is underpowered that makes noed balanced. Noed is balanced, but it shouldnt be needed.

  • This is a good point i will include this in future comments.

  • @Orion said:

    @Nea_Death_Experience said:
    I would say the most reasonable way to punish a camper would be making a survivor die slower on the hook for being too close for too long unless another survivor is there. You think that the killer would get bored and leave at that point and go do something else.

    Tried, abused by survivors, thrown out the window.
    If your suggestion is based on punishing the killer for being close to the hook, it's automatically bad and will not work. Think outside the box.

    Hey bro. You offered no constructive side to your opinion. Why is it bad? why wont it work? it is only a brief idea and would need to go through balancing by the devs obviously. Please rather than abuse an idea because it is not your own opinion, maybe ask how that would work in an actual game.

    1, it would probably have to be set to a time.
    2, it would need to be turned off if another survivor is within x range.

    Kinda similar to a current mechanic

  • If 3 people are being chased and hooked > @SiftHeadsDude said:

    While you’re not wrong that the last survivor is essentially screwed, it has nothing to do with hex ruin. If your whole team is dead and you’ve collectively only gotten 0-1 gens done then you/your team played very poorly and/or the killer was very good. Situations like that should rarely happen but if they do it’s just a loss you’ll have to take. Plus the totem can be cleansed at any time. I do understand the frustration of having bad teammates even if you are playing well, but again it’s just poor luck and doesn’t have to do with ruin. Do what you can to run with a team that’s communicating and you’ll have way more fun! 

    I just want to add to what was said above. If you hate having bad team mates play killer.

  • @Entità said:

    POP GOES THE WEASEL (first version)

    A deep bond with The Entity unlocks great strength.

    After hooking a Survivor, you gain a Token, up to a maximum of 1/2/3. When you break a Generator, a Token is consumed and it's instantly regressed by 15/20/25% of its total progression. Normal Generator regression applies after the damage is done.

    I actually really like this.

  • @George_Soros said:
    Nea_Death_Experience said:

    @George_Soros said:

    I run Small Game every time now.

    It's very satisfying to cleanse every totem, and see NOED on endgame screen :)

    As for your proposed change: you forget what NOED is there for. It's to counter genrush and Adrenaline. Survivors, especially those on comm, can repair all generators insanely fast. Some weaker killers (Wraith, Doctor, etc) need an edge in the endgame. And if survivors are actually smart enough to cleanse, that's a fair trade: they lose time, but killer loses a perk.

    Yeah the counter to gen rush is true. But i feel that with the way they keep nurfing survivors and making it easier to find survivors and harder to find totems, survivors are getting less time in a game. How do you feel about this statement?

    You have all the time you need if you're playing immersed. And totems are not particularly hard to find, although finding all five is tough without Small Game.

    I personally don't find NOED so threatening, so I don't care much. But the way I see your approach is this: there is one particular killer perk you dread and find OP, yet for some reason, you refuse to use an easily available and very effective counter, namely Small Game. Instead, you'd have it nerfed in a way that makes it useless, especially for weak killers like Wraith. No offense, but it does not make sense to me.

    Hey man as I have stated a few times. The over all point is NOED should not be needed. THere should be no weak killers. You shouldn't have to wait to get to end game to get kills
    Thats what the blood lust tweak is for.

  • @Daveer said:

    it was counterable with enduring, Unnerving presence or by dribbling the survivor.

    Now it's garbage.
    If the killer has mori, you can't use it.
    If you're good at looping and you survive more than 60 seconds after being unhooked, you can't use it.

    If you get mori'd you cant use any of your perks any more, not even self care, iron will or sprint burst. This already happens with adrenaline. So whats the issue?

    If you are good at looping you wont get hit GG. if there are no pallets you will get hit and you get a save.
    Stop complaining and look into why they did it.

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