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Rezblaze

Rezblaze

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Rezblaze
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  • @SpacingLlamas said:

    Toolboxes as far as repairing goes is pretty much a significantly weaker "brand new part", that runs out very quickly. To me personally their worthless now. Not enough charges and the extra repair speed is not worth it ever.

    And for sabotaging hooks, I think their just okay to somewhat bad. Once again, just 1 hook sabotage can use about 1/4 of your toolbox that's insane.

    Overall I think their bad now (which I expected to happen once they said toolboxes would get a change). And is another item that survivors are less likely to use

    Is anyone shocked that they're less useful then they were before?

    This... isn't news. The Toolboxes needed a nerf and they provided it in a way that gives them use but as an item not as a game-changing addition.

    Jesus Christ, flashlights are still used in this game, and they have short charges. They are also not guaranteed to get flashlight saves...

    People still use them.

    So can we chill with this "They're useless now" bullshit because it just doesn't stand up to survivor activity. You're still going to bring a toolbox or two into the trial. You'll find ways to make it useful. Just because you can't double your repair speed the whole match doesn't make it useless.

  • I agree. He already suffers from Gen Pressure it seems. There's no reason he shouldn't be a 115% speed Killer.

  • Devour is a very insidious perk. If people don't realize you have it or you are good at protecting your totems, it can win you entire games.

  • I feel like this thread was made just to validate some opinion of yours.

    No, its not fun to go against.

    A simple change would be to let the hatchet one-shot people but only at a certain distance. Would reward good Huntress players while still nerfing the concept. Similar to the current Slinger's iridescent addon.

    If that's the case, then Infantry Belt wouldn't be too bad a combo, as the perk would only reward good throws.

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1107011#Comment_1107011

    I'll be honest, I should have deleted that comment as I was irritated when making it. I do think that the sabotage time is short, however it also works in well with the hook respawn timer for sabotage actions. Perhaps changing it to where a killer can still do the animation (basically forcing the survivor off of the sabotage action) and the timer is increased to 3s or whatever would make it fair for both.

    I think its just way too fast in its current form.

    There should be no circumstance where you can destroy a hook in front of the killer's face.

    I think I like what the devs are going for; it needs to be fast enough to allow the Survs some ability to plan ahead and play around hooks, but not so fast where you can do it in the killer's face with no consequence.

    2.5 seconds is just way too fast. 6 seconds would be a good default for Sabo.

  • @Levitika said:

    It is quite ridiculous. There's no strategy required aside from "beat the killer to the hook", as you can sabotage it faster than he can damage you or get to you unless they're running both Save The Best For Last and Agitation. And 2.5 seconds is with a brown toolbox with no addons: an Alex's Toolbox with sabotage addons can do it in under a second. This is absolutely outrageous.

    I agree. I've seen it in action, and the speed is way too fast.

    I understand what the Devs are going for but two seconds? Jesus Christ.

    It needs to be longer. Long enough for a survivor to plan ahead to put the killer at a disadvantage, but not fast enough to do it right in the killer's face.

  • @th3 said:

    Just equip stbfl and stop whining, just like every killer telling survivors to equip unbreakable to counter slugging.

    "Want to make a mechanic fair? Use a perk slot!"

    Hmm, where do I recall seeing this argument before?

  • I see this is gonna suffer from the SMITE issue.

    In SMITE, the game is typically unstable. Whenever I get in a match, a good portion of the time it just won't load up menus for me and the match will start without me. I'm forced to DC.

    After multiple times of this happening, I accumulated about 630 minutes of game ban.

  • All perks are crutches.

  • All perks are crutches.

  • @Umbrae_pk said:

    The wall breaking mechanics should not be given to all killers, how does that make sense? And how is it fair? It should just be a unique killer power.

    I get that the devs are trying to nerf loops, but why don't they try to nerf tunneling and camping at base kit? Isn't looping a "legit strategy" just like tunneling and camping?

    I thank God you're not designing killers.

    A killer whose power is to be a worse Clown doesn't sound appealing to anyone.

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103037#Comment_1103037

    I've been a gamer since I was 5, 31 years ago. I got into it fairly hardcore in the late 90's with GoldenEye, Ocarina of Time, FF7, etc. Halo, EverQuest and eventually WoW as a hardcore raider/PvPer.

    You know why my friends stopped playing me in GoldenEye? Because I had memorized all the spawn locations and their order and could get to most of them to kill them right as they respawned. Placed second in a tournament my junior year in high school.

    Also won a 2v2 StarCraft tourney in 2000. We only won the final round because my strategy of rushing to counter a Zerg rush bought enough time for my partner to rush one of them down.

    Tactics. Strategy. Reading your opponent and compensating. This is true in any game to some degree or another. Dead by Daylight is no different in that regard. If you can read your opponents moves, but they can't yours... You will almost certainly win.

    You seem to mistake "being strategic" with "being based on skill"

    Yes, Dead By Daylight is a video game and thus would have fundamentals that other comparative games would.

    But I wouldn't call anything in this game "skill based" especially since so many things rely on factors outside you or the players control. Skill based is like a scale to me. And DbD ranks pretty low on that scale, especially since it's asymmetrical and measuring that is hard enough as it is.

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103007#Comment_1103007

    Intelligence is a skill and talent, whether you like it or not. Gaming is two things: intelligence and motor control/reflexes.

    Dead by Daylight is almost entirely based on tactics, strategy, and adaptability while needing the motor control and reflexes to execute them.

    Starting to see the main problem killer mains seem to have is they're just playing purely on instinct and lacking in any sort of mental capacity in order to use strategy and tactics to counter the survivors. No wonder the ruin nerf hit you all so badly.

    Do you play any other game?

  • "Mental talent"

    Jesus, that is a cancer phrasing if I ever heard one.

    You hid your Red Stain and got a hit on a virtual character, you're so mentally talented!

  • @Umbrae_pk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102734#Comment_1102734

    You clearly don’t play survivor.

    And you’re clearly not good at anti-looping and or mind gaming.

    Mind gaming isn't skill based lol its deception based.

    That's like saying Poker is a skill based game because it involves mind games.

  • @ProfessorDunwich said:

    What is the thought process here? A sabo time of 2.5 seconds is going to make coordinated SWF even more of a nightmare. It will even be a challenge against solo survivors who want to use it. Not only do Killers have to deal with flying gens, now they have to worry about hooks dropping right in front of them.

    You forget they're making Toolboxes have less uses. One use on a hook is less they have on a generator.

    Plus, they've reduced the time for hooks to regenerate. Meaning its a temporary setback to stunt the killer in the moment, not destroy hooks throughout the match.

    Its like you didn't bother to read the patch notes, and you just saw 'fast sabotage' and came here to rage about it.

  • @The_Daydreamer said:

    Shadowborn as a basekit would hurt killers more than it would help, cause survivors have a bigger chance to blind you. A bigger view means a bigger field to get blinded.

    On the other hand, sure, you see more. Dk if thats nice against new players that try to hide.

    I can work around and predict flashlights.

    I can't work around this ######### FoV. It feels like I have to lean into my screen to see #########.

  • I've played off and on since the Beta. Taking various long breaks in between each year.

    First happened when they introduced Survive With Friends with no intent on addressing how to balance it with a game clearly designed around the contrary. This was on top of the recent strat of just destroying all your hooks.

    Happened again when I had several SWF teams in a row, making playing killer impossible if you're not a killer who can dish out pressure.

    And I'm taking a break now because I detest the Ruin rework and the way the Devs treat the Killer side like they're literal NPCs.

  • @Grim said:

    Shadowborn as basekit would be fine. People who say otherwise are simply overreacting, especially considering it was only reduced to mask camera clipping issues.

    However Shadowborn and MnA's FoV effects would need adjusting.

    Or just... make Shadowborn a different perk.

    There's no reason FoV should be restricted to killers. If you want to be non-adjustable, at least make it so its not sickening to play with.

  • @arslaN said:

    Stretched res only increases the vertical fov so it's not the same thing as shadowborn. Shadowborn increases the horizontal fov.

    The fact that the only way to not have a nauseating experience playing Killer for long periods of time is to sacrifice a perk slot is on its own, absolutely absurd.

  • Survivors: *Gets downed once*

    Survivors:

  • @TAG said:

    Da loop smashy smash wall busty bust person?

    If his only gimmick is gonna be busting through walls, he's gonna be an M1 Killer with a bad power.

    He'd have a clown issue; he can shut down a loop maybe, but he would have zero map pressure otherwise. Bad killer.

    I hope its Pinhead, where the devs can be more creative.

  • @Mandy said:

    It doesn't remove the regression, just pauses it whilst the generator is blocked - there's nothing anyone can do to prevent the generator from regressing whilst TT is active, which is probably the reasoning behind it.

    Yes, but as I said, the circumstances surrounding Thrilling Tremors and Ruin rely on both a Hex Totem and you downing/picking up a survivor, and being unable to do so for 60 seconds.

    If the issue is player agency, then they should address the Dying state, which is what I see survivors complain is the 'most unfun aspect' of playing a survivor. Same concept there; the player involved has no agency.

    Overall, the circumstances surrounding the perks means it would otherwise synergize well, but it requires a few specific conditions to be active first. It balances itself out by being a bit more niche, and the payoff being beneficial but not game breaking (16 seconds of Ruin activation would almost be null, it just gives Thrilling a bit of extra bite).

  • @Mandy said:

    It's never worked with Ruin, TT blocks the gen but the regression pauses whilst the gen is blocked.

    That seems odd to me. Why would blocked generators remove the regression? There isn't really many gen-blocking perks that can be used mid-game that would make it a significant issue.

  • @Warcrafter4 said:

    You misread what they said:

    It wasn't a planned it was clarification of what already happens:

    Aka It NEVER worked with ruin.

    So was it never meant to work with Thrilling? Or was this a change that already occurred?

  • @Mat_Sella said:

    what an extremely interesting idea! sounds like a lot of fun, and a heart-racing experience.

    The one issue would be if there was any way of holding the game hostage, then every survivor would be guaranteed to die

    I figure there's more BHVR can do with permanent bear traps than without.

    Even the current addons could work, as perhaps when Amanda downs someone she tweaks something on their helmet, giving it the effects like Face Mask, Slow Release Toxin, or Rusty Attachments and such. It requires and alteration in animation but otherwise it's the same concept; down someone, RBM2 to tweak the helm, puts them into the status effect until they search one jigsaw box.

    Last Will would have to be reimagined though.

  • @AkiTheKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/879626#Comment_879626

    Then don't reply to a comment that's that old to a conversation that ended days ago, it's annoying frankly

    It was literally one day after. You're acting like a necroed a thread from the graveyard to respond to you lol

  • @AkiTheKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/878582#Comment_878582

    How salty do you have to be to respond to a comment no one cares anymore? The devs won't change it and it's cause it added counterplay. Taking it out on me won't change that ;)

    I wasn't actually taking it out on you, I was rightly taking it out on this game.

  • @AkiTheKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/857078#Comment_857078

    This gave bs-mirror a counter in games with little to no los check, that's why the change happened

    Ah yes, creating counterplay against optional addons with optional perks.

    ######### love this game. Not a single mechanic that can counter anything; its all perks, items, and addons.

  • @Ebisek said:

    LOL

    Probably because you are pathetic sluger which left survivors on the ground for looooong minutes until you find the other one. But the dying survivor disconnect when see aura of the alive which teabaging on the hatch.

    I do the same (DC if killer start sluging and make me bleeding - wasting my time). Hook the dying and DO NOT waste our time.

    Imagine admitting to being scum and demanding adherence after that lol

  • It seems like every implementations of "Challenges" and the Rift stuff by the team has been attempts to pad out the length of matches artificially.

    Am I the only one who has noticed this?

  • I'm not saying any of these are overpowered (They're annoying for sure, especially since every killer is better off assuming you have Dead Hard).

    I'm saying that, complaining that NoED is a killer "Get-Out-Of-Jail-Free" perk is nothing compared to the countless other Free Cards the Survivors can potentially have, especially when those conditions are met throughout the course of the match.

    NoED is a strong late-game perk, only usable when the gates are powered. Just like Adrenaline is a strong late game perk that essentially gives the survivors who have it a free heal; its only counter is NoED, otherwise Adrenaline is a nightmare, especially when a killer has been steamrolled up to that point.

  • @waylon_300 said:

    The exhaustion on mindbreaker feels kind worthless to me imo especially with blood echoes coming out. 45 seconds plus hemorrhage beats 3 seconds of exhaustion for half a gen. I also just think this version would allow all killers to have fun stealth play style instead of a weak band aid on exhaustion.

    Mindbreaker is a good perk to have -in addition- with other exhaustion perks... If it didn't only apply for 50% of Gen progress, and if the default exhaustion was a few seconds longer. It would make maps with Balanced Landing loops (Haddonfield) a lot more difficult.

    If the exhaustion by default was more like 4/5/6 and it extended Exhaustion already on survivors for 90/95/100% of Gen progress, it would be a lot stronger and would synergize well with Blood Echoes and other perks/addons that cause exhaustion.

    It would work as a slowdown perk, too, as it would force escaped survivors to risk getting downed during chase (as you cannot regain from exhaustion while running) or to wait before working on gens.

    A max of 3 seconds is a minor inconvenience. 4 seconds is a little threatening. 5 seconds is very threatening. 6 seconds? Worthy of the Purple slot.

  • Exhaustion is way more useful then Obliviousness IMO.

    Obliviousness is good against solos but not so great against those with any form of communication or if they're working on something with good line of sight (which as survivors and with the Third Person view, its quite easy to see most killers coming).

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/867580#Comment_867580

    You abuse perks by forcing the killer to play a certain way that is detrimental to the efficiency of winning the game.

    The problem with NOED is its the closest killers have to a get out of jail free card, a reward for not doing well at the game.

    Meanwhile, Survivors have:

    • Decisive Strike
    • Mettle of Man
    • Dead Hard
    • Deliverance
    • Unbreakable
    • Borrowed Time
    • Endurance Healing

    All of these with conditions more frequently met than NoED. All these perks are essentially a survivor's second-chance perks.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/866646#Comment_866646

    Ahm... What is balance in DBD? A 2k? Cause you got 50% of your objective right? But for survivor? A 2k too? Nah, when in SWF yes, but when in solo, if I got killed at the beggining of the game even if at the end the killer only got a 2k then no dude... The killer wasn't "balanced", I couldn't even achieve 50% of my objective(s)

    How about pipping? In order to black pip you have to have contributed in 50% of basic game objectives participating in all areas, but guess what? I've been in games with a 4k where 2 survivors got 2 pips and I de pipped as the killer...

    How do you want the "balance"? towards kills and escapes? Pipping? Blood points? Perception of a fair game for both sides?

    "Balance" is a complex concept not reduced to mere numbers, people's experience and perception is what make's this "subjective". When in videogames, stats are not the only thing we should base our arguments on, it's a person behind the screen, not an NPC or a CI killer in this game.

    Balance in this game is assuring the amount of effort one side exerts is equal to the amount of effort the other side has to exert to achieve anything in the game.

    In DbD, the amount of effort the Killer has to exert by default is far greater than what the survivor team as a whole needs to bring out.

    Its makes balancing difficult; it doesn't make it a mere subject of opinion. The amount of effort survivors have to put in steadily decreases with the open communications of SWF teams. Whereas the amount of effort the Killer has to put in against survivors steadily increases to the point where an impossible amount of efficiency is required for a killer to stay on top of a SWF team who is trying hard.

    It may be impossible to achieve perfect balance as opposed to games where its essentially mirror matching teams, like FPS shooters. But that doesn't mean the mere act of balancing is a subject of opinion and nothing else; there is actual progress to be made in balancing. We need to have a discussion to fill in the gaps of our limited knowledge on what makes the game balanced, but that's a matter of attempting to manifest a form of balance; it's not a subjective form where every suggestion is valid simply because its an opinion that's stated.

  • @Carlosylu said:

    You shouldn't call out the Devs like that man...

    BTW, the statistics that have been revealed before show the survival rate depending on the number of persons in the SWF... Check them out

    Balance is subjective, a "win" is subjective too, you can call a "we all survived" as a win, or maybe a "2 of us survived", but I have to state that "my whole SWF died but I double pipped and ran the killer for 3 gens" is a win for me so... Even if I died in order to let someone live and escape is a win for me

    Like @AvisDeene said, it's funny how you used the term "legally" when camping and tunneling is a valid low BP strategy, non bannable nor reportable BTW...

    Balance is... not subjective in any sense of the word. What are you talking about?

  • @Alice_pbg said:

    Even swf teams have problems with 3 gen. Now imagine a 2 gen

    Just... add an extra Gen to each map.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/859600#Comment_859600

    I think you're right. A lot of people don't realize how powerful Freddy is lore wise.

    And yes, he's impossible to kill while in the dream world.

    Yes but that's in his OWN lore, not in the Entity's Lore of him. According to the lore provided by DbD, Freddy is significantly depowered after the Entity claimed him. As far as we know, the powers he has in DbD is what the Entity has granted him.

  • @LordGlint said:

    Would be Freddy. Since theres no way to pull Freddy out of his dream world in DBD, hes pretty much unstoppable and unkillable. The entire fight would just be a repeat of this scene from Freddy VS Jason.

    https://www.youtube.com/watch?v=bvP0Y8XWSZM

    Remember that Freddy is depowered after being claimed by the Entity.

    He can't do all the jacked up ######### he used to. And he can still be stunned. As far as we know, the powers he has here is the extent the Entity has allowed for him.

    Freddy therefore just doesn't have power because fake pallets are useless to killers, and snares don't damage, only slow.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/840732#Comment_840732

    Keys are the equivalent of Mori's .

    Both need things a certain amount of objective done to get the use out of them.

    If one needs a change thrn in reality so does the other as both can end the game prematurely but a mori can do it quicker.

    Mori's require you to hook a survivor one at a time.

    Keys require you to unlock the hatch and everybody wins, or at least they spill through the hatch like cockroaches in the sunlight until you can spam Space to close it.

  • @Yung_Slug said:

    You can just find the hatch and close it though.

    You're not helpful.

    Often times, two scenarios will happen; You're chasing and they get the hatch, or they get the hatch while you're looking for them.

    When you're chasing and you don't get the hatch... You're ######### as a Killer, and you get a free win as a survivor.

    Sure, you can close the hatch, but without the grab feature, it just assures the survivor wins when chased to the hatch, instead of the killer having a small window to counter it.

    Now the only way for a Killer to win any hatch engagement is to find it first. While that is leagues better than a ten minute standoff, there was no reason to remove hatch grabbing; one involves taking a survivor off hatch while they are in chase, the other involves finding a hatch first and closing it off before a chase is even started. And yet they removed the grab feature as if it was an issue, like it would interfere with the balance despite those situations being entirely different scenarios.

    Made no sense to remove it. Hatch closing didn't replace Hatch grabbing, its just been made to be the only option now, so people assume its 'replaced' it, despite having no common scenario with the previous function.

    So no, its not "Just find the hatch and close it" you're talking about an entirely separate situation that has nothing to do with the removal of hatch grabbing.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/856989#Comment_856989

    The addon work isn't the main part

    The main part is base kit 2 trap 3 capacity. Addons were adjusted to consider new base kit trap amount and I decided since logwood dye is useless it could just be replaced by a more useful addon.

    I think base-kit 2 traps would make Trapper really good.

    Also, giving each trial a max amount of traps, rather than adding traps based on the bag addons you have. If you take bag addons, you're literally increasing the amount of traps per map, which really shouldn't be the case; a Trapper should have ample traps to use.

  • @SkeletalElite said:

    Base kit: Increase starting traps to 2, carrying capacity to 3.

    Can press the secondary ability button to rearm a trap on the floor (cntrl on PC)

    Addons:

    Brown Trap Bag: +1 Start Trap

    Yellow Trap Bag: +1 start trap +1 capacity

    Purple Trap Bag: +2 Starting Traps +1 Capacity

    Remove Longwood Dye (to maintain Addon formula)

    Make Tar Bottle Yellow

    New Green Addon: Wide Sole Boots

    description: These boots have a Wide Sole to distribute the wearer's weight

    effect: The trapper will not trigger his own traps when stepping on them

    Don't think the issue with Trapper is his addons.

    The issue is that with each patch, his ability to hide and place cheeky traps is less and less, which makes it harder and harder.

    What the Devs need to do is include a lot more grass, more non-obvious trapping spots, like planks of wood you can find in Grim Pantry. I think that will help him fundamentally more than straight buffs or nerfs to his addons.

  • @Toxic_Plag said:

    I’d say the one hit power is a LITTLE op just a little

    6/15 killers have 1-hit capabilities, not counting the Oni and if you count the Trapper.

    That's a little more than 1/3 of killers able to one-shot you.

    Oni can't use the power at loops well, but can easily run down survivors going from loop to loop. As opposed to the Plague, who just needs to puke on you a bit then can one hit you, or Ghostface, who just has to look at you funny from a distance.

    That's not the mention the various perks that allow you to one-hit survivors. Make Your Choice, for example.

  • @justarandy said:

    I personally think the mendtimer shouldn't be depended by TR but instead of the actual distance to the killer. We recently got an insane Freddy buff making BT nearly pointless even when it triggers and now we have something close to be cheesy as the old Legion with beast of prey.

    You could try not stunning the killer.

    Throw pallets early if you know they're running Nemesis. You avoid the whole issue altogether.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/851543#Comment_851543

    I assumed you were intending to change your obsession a lot for the plan to work, but you hadn't mentioned how you would go about that. So is getting deliberately stunned or blinded part of the plan?

    Yes. During chase this shouldn't be too difficult, as they'll use up their pallets trying to get away, naturally.

    Furtive Chase could be a good alternative but not as instant as Nemesis.

    Play With Your Food also prevents being looped around the whole map, as PWYF can deny longer loops, especially at 3 stacks. So I think with some patience and good awareness one could pull this off pretty well.

    Weakness is, obviously, lack of slowdown perks.

  • @Fibijean said:

    I'm not sure that Nemesis will work with Dark Devotion the way you think. Dark Devotion simply shifts your terror radius to the obsession, so all survivors hear a terror radius coming from the obsession as though it were you (including the obsession themselves). Nemesis will apply Oblivious to the obsession, so they won't be able to hear the terror radius, but everyone else will be able to hear it as normal, only it will be coming from the obsession, not you. That could still allow you to sneak up on people, but I'm not sure Nemesis is really a necessary component of the build. It will allow you to change obsessions, of course, but only if you get blinded or stunned, which doesn't seem to be part of your plan.

    I understand Nemesis. Easily changing your obsession is vital to continuing to surprise others with Dark Devotion, and doesn't require you to tunnel hit a single survivor.

    I understand that it will apply Obliviousness to the single survivor, but it will still confuse other survivors, since they're usually running away.

    Also may have an unintended side effect of Dark Devotion; since the Obsession is Oblivious, they may not even realize its applied and will go about their business trying to find a fellow survivor.

    May be more useful than I thought.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/851465#Comment_851465

    Wym it's not a nerf? If you have 10 of something and now someone takes away 7 of that thing are you going to tell me that I still have the 10 of something that I clearly dont have?

    The intention of Exhaustion is to reduce the spam of certain perks.

    Sometimes perk descriptions are ass. But my guess and reasoning for the nerf is that they want the entire perk to function under Exhaustion, or that they originally intended it to be functioning under Exhaustion but they never got around to changing the values.

    Either way, its the exact same perk, except just don't use it while you're exhausted. It really doesn't change much except it makes Exhaustion actually mean more for the perk. Which I'm all for; it actually means you have to pay attention and not hold W.

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