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RockoRango

RockoRango

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RockoRango
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  • @Mushwin said:

    Thank you Devs for listening, finally to me! :D

    Oh god please no

  • Haha John Lennon joke 2k20

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1408112#Comment_1408112

    ??

    The most she ever had was 6 I think waaaaaaaaay back in the day and I'm not even sure if the +3 blink addons were there yet or not.

    5 blinks was common for a long time but I, and many others, were fine with losing it (not all of her addons but whatever)

    Now the only extra blinks you can get disable the single best part about them.

    @SpyMature stop don't give them any ideas it's clear they listened to our jokes about the chainsaw bois.

    It was 6, ye.

    I, along with everyone else who knew how Nurse worked or even tried to play her for one match, would've been fine with the removal of those long before the add-on rework. The 3-blink crappy iridescent makes Nurse unplayable now, I don't even know why it's an add-on in the first place (not that I'm complaining, since I don't use add-ons).

    Even when you're an optimal Nurse, the current cooldown is just plain annoying. It would be fine without it, or even having 3 charges would be enough to warrant her current state.

  • So wait, when did they get rid of Hillbilly's flick? I thought that was a bug.

  • @LeftPreston said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407878#Comment_1407878

    Nurse is fine, optimization is key to most killers. They're trying to make you think about how you play other killers now instead of aimlessly blinking around the map or in this case continuously chainsawing around the map.

    Nurse is playable and viable, but she's not fine. Of course she's annoying to play when you have an insane cooldown, but the main problem was that it punishes new players for trying Nurse while doing nothing to stop god Nurses from dominating.

  • @DwightOP said:

    Whether the nurse nerf back then was justified or not (that's not the topic here) I want to bring up how devs worded her change with the "slightly". The change however had a MASSIVE impact on Nurse. So far that majority just don't touch her anymore and she became less popular than hag (which was the least played killer to that point).

    And Now, look what word they use for Billy: "minimal".

    Oh devs, you are pissing me off. You are happy how Billy is? Don't touch him! He is by far the most balanced killer in the game. The blueprint of what a killer has to be.

    I have over 200 moris and really strong addons on him. I'm going to use them all now and probably let him collect dust after nerf like my nurse. Idk who I'm going to main next because there is no other killer appealing me.

    I hate how M cote said that "if you want to play competetive and tryhard just play nurse or Billy" and they change them both now. Ok then.

    I was also extremely confused when it said in the update they were happy with Billy's balance, yet right after that they add a cooldown to him. The difference is that the devs accidentally misled EVERYONE by saying Nurse would be getting an appropriate rework to her add-ons and that's it (Yeah right), and with Hillbilly they at least TOLD US in the first place that they're planning to nerf Billy, even if the statements in the dev update are conflicting.

    Also, that's a really old quote lol

  • This post reminds me of the EXTREME HATE I got for saying that the Freddy rework was needed. I posted about how the rework was beneficial to the game, and I got LOADS of hate from people who were saying it will ruin the fun of Freddy and that he's completely viable in the state he's in atm.

    oof

  • @[Deleted User] said:

    I don’t care what they do as long as the new chase music has a banjo in it. It’s injustice if those two don’t get chase music with banjos.

    https://www.youtube.com/watch?v=5DiUY5lGvgY

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407977#Comment_1407977

    I've always wondered if they hear that. It's funny to me to hear her gasp 6,000 times in 3 seconds but do the survivors hear that or are they oblivious to my plights?

    They hear it.

    Every time I play against Yerv he makes fun of it

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407977#Comment_1407977

    Yeah, except it's out of your control whenever it activates :)

    You right.

    Also, don't forget that you can still soft-lock the game if you blink immediately after you hook someone. It's always fun that I have to wait a second to blink again or the survivor will get stuck on the hook.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407858#Comment_1407858

    The changes not only raised the minimum skill required to play him, but is also limited those at the top too. When you only make downsides and limits in a change, it makes both the top and bottom of the skill gap smaller.

    While this could be true, it depends on how it affects his gameplay. We won't know until the PTB comes out, but what I know for sure is that it will at least take more skill to play Billy (Not that I'm saying he didn't take any skill).

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407801#Comment_1407801

    The chainsaw won't cool down, robbing his power just like how nurse loses 2nd blink

    Oh yes, I love not being able to blink a second time! It's a great mindgame I can use, spamming my blink noise so survivors run into me and I get a free hit.

    :^/

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407852#Comment_1407852

    Spirit would deserve it though. Assuming sounds were ever fixed. When the counterplay to a killer (when played well) is "have Iron Will and hope they don't hear your footsteps and there's no grass around", and then furthermore have one of those "counters" negated by Stridor, I think you can safely say they're obnoxiously designed.

    We'll see how the overheat mechanic changes how Billy plays. Personally I welcome additional skill caps to a killer's power, even if I am a bit done with cooldown mechanics.

    Spirit already has one. It wasn't enough simply because of the nature of her power, which proves that her power needs to be reworked if you want it to be fun to play against instead of just tweaking it.

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407858#Comment_1407858

    I have faced like 10 nurses since her ner... cough rework. Most of the time they aren't doing too well either. Maybe these god nurses exist somewhere but i don't see them

    I'm right here.

    Also, I didn't say that Nurse's rework wasn't overkill; I said it was.

    @RockoRango said:

    I'm fine with the current state of Nurse, but it doesn't mean it's not annoying to wait 6 seconds before I can double blink again. The new Overheat on Hillbilly looks like it would be great on Nurse aswell, so why not have Nurse incorporate the same change (with a few tweaks)?

    Lore-wise, it would be massive fatigue from blinking too much causing her to be unable to blink if she blinks too much.

    Gameplay wise, Nurse could have the same type of cooldown when it comes to holding/charging blinks. She can't hold a blink in her hand for too long or charge too many blinks, as it would scar her hand and we would have to wait until the scaring is gone to continue blinking.

    I made this.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407715#Comment_1407715

    There is nothing repeating itself. But go on with your unproofable rants.

    *Laughs in Nurse*

  • @Sylorknag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407858#Comment_1407858

    Hve you ever tried playing Nurse?

    It's awful, you have to go through your fatigue, and then wait for the cooldown.

    If the cooling off mechanic is as slow as shown in the video, yeah, it's going to feel terribly playing Billy.

    Are you trying to assume I don't play Nurse? I'm a top-tier one, lmao

    RockoRango.ttv

  • I'll include this: why is Nurse's base kit atm not good enough?

    1) It's annoying as hell. It's definitely in a better place than it was before, but the overheat function Hillbilly is being given would possibly bring Nurse at an in-between that isn't insanely broken nor insanely boring.

    2) It was an overnerf. Most new players, from what I recall, cannot get into playing Nurse because of the insane penalty given for missing a blink without addons to fix it, and the overheat would help both slightly buff Nurse so that the penalty for missing isn't massive but the penalty for overusing her blinks is.

    3) It would fix some bug issues. Sometimes, the charge goes faster than it is supposed to or goes WAY slower than it should. I've experienced times where it felt my timer was 2 seconds long to get my second blink, and other times where I wait forever just to get my blinks back.

  • @Sylorknag said:

    Christ, I don't even play Billy, and I'm upset as hell.

    Canwe for the love of god, stop touching thingst that nobody is asking for?

    Billy is regarded as the most balanced killer in the entire game, requiring a lot of skill to be played on a decent level, while also offering plaenty of counterplay by just basic looping.

    His basekit i fine, the same way NUrse's basekit was fine.

    Stop with this terrible track record already. You've already gutted Legion, Nerfed unasked for basekit Nurse, and now your touching the MOST BALANCED KILLER IN THE GAME, let me repeat, MOST BALANCED KILLER IN THE GAME.

    Good lord, what happened to the team that worked on Spirit changes?

    Nurse's basekit wasn't fine, it needed some toning down. Although, I agree it was too much.

    Wait until it comes into the PTB and start complaining; This won't do anything but make the minimum skill required to play him a teeny bit more.

  • What exactly changed that isn't in the patch notes?

  • I made a long thread about this before, and it got ignored. I wouldn't assume that the devs will respond to this to ease concerns, sadly.

  • @Kaethela said:

    https://forum.deadbydaylight.com/en/discussion/167737/so-will-daily-login-rewards-be-reset

    Have you checked to make sure you got them or are you assuming there's a pop-up? Look carefully at your cosmetics, as there's no in-game notification that they've unlocked.

    I've checked if I got them. I've got all of Deathslinger's cosmetics and Claudette's beanie, but I didn't get her shirt/legs.

  • No killer has a specific way to play them. Saying that is like saying if you're playing Ghostface without stalking, it's not how he's meant to be played and you're doing it wrong.

  • @MadArtillery said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404225#Comment_1404225

    Look on the bright side. Forcing the cage to the opposite side of the map wastes survivor time if they tried going for the save. Tactical relocation. It's not an entirely antikiller change.

    THIS.

    If a survivor is going for a save and you're able to get to the cage first, they have to run to the other side of the map again.

  • Don't forget about the cages despawning to another location if the killer gets near them.

  • It's usually 6GB, endgame is here boys

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404182#Comment_1404182

    yeah, people needs to open their eyes in front of these scummy tactics, instead of minimizing the thing, just because it was a healthy change.

    There's no way to determine some of the things that made cages unbearable as survivors when the PTB is mostly abused by groups messing around in it. If the PTB was open for longer and gave a reward for playing in it, I think these changes would've been seen before he went live. @Peanits , I think the reward might be a good idea for better testing.

  • @tippy2k2 said:

    Risk/Reward like most other powers. It's up to you in the moment to determine that balance and whether you're better off Hooking or Caging in that particular moment.

    Caging in the old state had mostly reward, minimal risk. This balances that equation out a bit more and forces you to think a little more tactically about your decision.

    While I agree with the changes, I disagree that caging had mostly reward. It usually resulted in survivors immediately getting teammates off the cages and did nothing to give map pressure.

  • @Claudette_Baguette said:

    Wow a NERF to this already bad killer? His cages are bad anyway since they spawn so far away survivors can immediately rescue most of the time.

    Also, funny they fix "facecamping" on cages but not on hooks.

    He is so bad already: His cages hurt him most of the time: Important perks like BBQ and Pop don't work, cages spawn so far away that when survivors spread out the cage spawns next to them for an instant rescue. Avoiding DS and BT isn't that big of a deal since you normally don't tunnel anyway.

    His ranged attack can't co over holes or over different heights like stairs and thus it's completely abusable by survivors.

    His BP are messed up and so are his emblem points. He is a complete mess and any decent survivor can just avoid his ranged attack and win against him.

    I don't understand the nerf.

    I believe they fixed his power not working in those places in this hotfix.

  • @Xzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404137#Comment_1404137

    What about looping near a caged survivor? Or take maps with multiple levels like Piggys Map.

    As long as it's working like the hook penalty if a survivor is near, the change is totally fine.

    Yeah, especially since it could make the cage last longer if it’s respawned on the other side of the map.

    @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404147#Comment_1404147

    Nope. Before this, i can cage survivors if they are downed near the exit gate. But now, if you hook, DS and BT. If you cage, you have no way to defend the cage.

    I feel like you were screwed already if they’re next to the exit and you cage them across the map. Even then, you’re only screwed out of a kill if the survivors go away from the exits to get the person out of the cage.

  • It was already a free escape in EGC.

  • @supersonic853 said:

    How does this work if you cage a OoO though since you cant see the survivor will they just have a OoO watching you the entire time?

    We’ll have to see, it’s supposed to be out now

  • @SadLegion said:

    Why there is no information at all about this despawn system? What range is considered near it? After how much time will it despawn?

    Since you can’t see the auras of cages anymore, it’ll probably hardly matter.

  • @YaiPa said:

    it's just the same tactic they used with Ash. They boosted the sales with a strong mechanic, just to nerf it weeks after. Classic BHVR.

    Ehhh... Given the reasons, I think it’s a fine change. Besides, it didn’t really nerf him unless you were humping the cages (which I wasn’t thinking about).

  • @PrettyFaceKate said:

    Because anti-camping/tunneling perks don't work on cages. That's why they won't do it for hooks, because if you want to rescue/be rescued from a camped hook, you bring the perks.

    @Aven_Fallen said:

    "I don’t understand why this had to be changed, I’d like to be informed."

    Because Pyramid Head has it insanely easy to tunnel. Spawning the Cage as far away as possible does not mean that it is actually far away. Removing the Cage Aura makes it harder to get to the Survivor and despawning the Cage removes the Camping.

    With Hooks, Survivors have stuff like Borrowed Time or DS. With Cages not.

    These changes should not affect the gameplay that much. But it makes it harder for people who want to tunnel with him.

    Okay yeah, very fair points.

  • New Ruin works EXTREMELY well on certain killers that can apply pressure well, and on other killers it is an extreme waste of a perk slot. I personally love the reworked Ruin, but only because I play Nurse; if I played Huntress, I would be HATING the old Ruin with a passion.

  • a lot of people are complaining about Iri belt, but the fact is that this happens regardless. 1/3 of all my games see someone suicide on hook, and then call me a ######### no-life in the endgame chat; This is a toxicity problem, not just people wanting to suicide against this build.

  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402516#Comment_1402516

    It's the sad state the game has become, but the Devs seem to pretend it isn't happening. This game is literally losing more killers by the day, and the wait times show it. And the cause? This bullcrap. SWF abusing MM just to bully killers because 'they can'. It's sad that they spend their time on a game making others miserable, when some of us just want to have fun. But let's face it, fun left this game long ago. The only ones having fun are the camping killers and bully squads.

    If no one was having fun, no one would be playing the game.

    Killers still play because the matches where survivors aren't SWAT troll groups are not every match; Killers play the game because of the games where it doesn't feel like the survivors are out to troll them, but out to play the game and survive. This can be said vise-versa, where SWAT teams are replaced with extremely toxic killer mains that do nothing every match except mori and camp.

    This will be gone once MMR sets in, but it was nice knowing everyone

  • Oops, Skimmed over it so I didn’t notice lmao

  • @xXCAM3R0NXx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402286#Comment_1402286

    If I'm working with an end game build, having those two are essential.

    It's not like it's unfair either because it encourages totem cleansing. I've played so many games so far where not one single dull/hex totem has been cleansed.

    Nurse isn’t meant for an endgame build, she’s meant for a build that keeps the gens from being popped for as long as possible while you wreck everyone. If you use her for endgame, you won’t ever get as pretty results as top Nurse players do (or pretty results in general, for that matter).

  • @Dopples said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402274#Comment_1402274

    I've tried all of them. Nurse makes me nauseous during the cooldown of her blinks, I truly dislike trying to aim Billy's chainsaw (I think it feels really awkward and bad), and Spirit phasewalk is similar to Billy's problem which sucks cause aesthetically I love her.

    The aim on Billy probably feels bad because he’s been bugged for a long while. I believe they broke him in 3.7.0? I don’t keep track of it. And for Spirit? Yeah, don’t blame you on that one because I hate that too.

    Also, Nurse caused me nausea too until I equipped Shadowborn.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402278#Comment_1402278

    that would be a bug then because like, 600 hours of using it confirms thats how it worked prior to this patch

    Hey, I use it every time I play the game too

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402263#Comment_1402263

    "Putting a Survivor into the Dying State with a Basic Attack causes all Generators within a radius of 32 metres to instantly explode and regress."

    Source: https://deadbydaylight.gamepedia.com/Surge

    Note the wording- it does have to be a basic M1.

    EDIT: this is also definitely true from my own experience with the perk (using it in my regular build)

    I know it says that, but I’ve also experienced it to work on anyone that is put into the dying state regardless of what kind of attack. Only very recently have I noticed it happening to anyone who is downed though, so it might just be some sort of bug.

  • @Dopples said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402099#Comment_1402099

    I've been considering Freddy, but the other three have various things about them I dislike a ton. At the same time though, I don't particularly want to stop playing these killers honestly (though I definitely don't play Legion as much as the rest).

    I would try out the top killers first before you decide if you like/dislike them. A lot them have powers/weaknesses you wouldn’t think you’d like, yet once you play them you realize they’re pretty fun.

    Also, some advice: Don’t care about the first two generators being done. They’ll always be done unless survivors neglect gens, so you should instead focus on getting pressure on survivors by hooking multiple survivors before that second gen goes off.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402135#Comment_1402135

    plus it only works on M1 downs, so if ya yank someone from a locker or down them with an M2 attack...

    I believe it still works if you grab, as long as they’re automatically put into the dying state. It also works on people that are downed from neglecting deep wounds.

    Anyways, it’s a perfectly balanced perk and rewards you for doing good. Therefore, it’s the opposite of a crutch perk.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1401910#Comment_1401910

    I think most people argue the exact opposite of that, her number one counter is stealth. So that means you usually want to run a tracking perk to help you find the slippery ones. At least that's I've seen from many Nurse mains.

    Of course you can always run a build without any tracking perks, I used to, but it makes it a lot harder than it needs to be and the utility you can get off of ditching a chase and immediately downing/hitting another survivor is really nice.

    Something like Hag, Freddy, Trapper, Plague, Legion, or Doctor have built in tracking in some fashion or another, Nurse only has chase.

    True, but you can also use the fact that stealth is her main counter to your advantage and make most tracking perks useless.

    Most people I face and try to stealth get extremely confused when I:

    1. Don’t blink compared to them thinking I will. I’ll walk around for a second around objects to see if I’m being duped, and if I can’t find them in a few seconds it’s better for me to go defend a generator anyways.
    2. Blink forward and look backwards at the same time. Literally no one I’ve ever faced knows you can do this, so I usually scare the crap out of people. This helps me find most people trying to hide from me because they simply can’t move around an object fast enough or notice I’ve blinked behind them.


    Using my playstyle as tracking instead of certain perks helps me expand the pool of perks I can use simply because I don’t have any major weaknesses I can’t cover simply by the way I play. That’s why I see tracking or chase perks as a waste on a Nurse; they’re useless if you know how to outsmart stealth.

  • Nurse.

    Everyone was SO hyped that a killer was coming out that seemed to be actually playable, including myself. Also, Nea.

  • @coppersly said:

    As many others have said you could swap out Thana for a tracking perk (I recommend Spies From the Shadows personally since it's in the base pool and it's actually something I use and get a lot of use out of) since you're playing for the end game and don't care about gens anyways. You can also exchange Nurses Calling for something else as well if you aren't getting auras off of it often enough to warrant the slot.

    My personal build is:

    -BBQ (You should try to get this it's not only great for points but blinking to someone while they're still highlighted is the closet feeling to godhood you can get from the sheer domination on that poor survivor)

    -Tinkerer (You won't like this for end game builds)

    -Spies From the Shadows (Mandatory 1 tracking perk in every Nurse build. No buts.)

    -Ruin (See Tinkerer)

    Butt... No :(

    Nurse doesn't 'need' a tracking perk in every build. If you could Infectious Freight as tracking you could argue that, but to do well at the moment focusing on game slowdown is more important since Nurse's base kit is the definition of a chase/tracking perk.

    Though, if someone isn't experienced as a Nurse I would agree on using tracking perks

  • @xXCAM3R0NXx said:

    - Nurses calling

    - NOED

    - Thanatophobia

    - Blood warden

    Perks I have available:

    - Doctor, Huntress, Trapper, Wraith, Nurse, Hag, Deathslinger, Hillbilly and the normal perks you get with any killer

    Reasons:

    - Use NOED to down and hook survivor when gates are open. Blood warden activates, down the rest who camp at exit.

    Any changes I should make would be more than welcome :)

    I'll go over each perk and tell you what I think, then I'll tell you about the build as a whole:

    Nurse's Calling - It's great for tracking, but after you get more used to where survivors will heal (predict if they're the type to heal in front of the hook, heal in a corner, or heal next to a pallet) you could switch it for a perk that helps slow down gen speeds. Considering your killers and lack of gen slowdown, I would choose Hex: Ruin instead. It still helps tremendously on Nurse, and even if it does get cleansed it can save you whole gens by just existing. I use it in my build, and I have every killer unlocked.

    NOED - You simply don't need it on Nurse. Maybe it's a personal thing, but I find using NOED on a killer that can be this strong to be a ######### move. I would switch it out for something to help you in a chase, like Shadowborn; Once you dip into using Shadowborn, you'll never want to go back.

    Thanatophobia - It's really not that great. I've had some debates because I used to think it was a good perk overall, but time and time again people have successfully proven to me that Sloppy Butcher will save you more time than Thana. I would suggest switching it to Sloppy, since hits are very easy to get if you're good with your blinks.

    Blood Warden - Ehhh... If you're not confident in your ability to keep the gens pressured, go for it. However, there are much better perks out there to make sure the gates never get powered in the first place. I would suggest switching it for Whispers, as it's EXTREMELY useful on a killer like Nurse (as you don't have to waste time looking for survivors in an area where there are none).

    Overall? It's not the worst, but with the pool of perks you currently have you could improve it. With the suggestions I've given, the edited build would be:

    • Hex: Ruin
    • Sloppy Butcher
    • Shadowborn
    • Whispers

    An Ideal build you would want to aim for imo would be my build, which consists of:

    • Hex: Ruin
    • Infectious Freight (Extremely powerful on Nurse)
    • Shadowborn
    • BBQ & Chill (No explanation needed)

    I believe the DLCs atm are on sale, so it would be in your best interest to buy them now if you're inclined to do so.

  • @CurlyHair said:

    wait...

    you enjoy playing nurse?

    ye

  • @PrettyFaceKate said:

    1. If you win almost all of your games at rank 1, you should be matched against better survivors. It seems pretty obvious. It's what the rank system was supposed to do, but failed to. As for the variety of killers, it's never been great at the top anyway.
    2. If you're winning almost all your games at rank 1 and mostly without sweating, then again you should be facing better survivors. You want enjoyment just like they probably do. Chances are the ones you're versing now are mismatched and not having that great of a time. You can have enjoyment even if you don't always win. Unless you're happy only if you win and if you win easily.
    3. How would anyone know the answer to what personal choices will be? If someone already plays solo survivor now, they are very likely rather accustomed to having rough games. If anything, they'll be matched with better teammates.
    4. How many swat teams are there anyway? And even then, your referencing back to the fact that you don't want to sweat (and still almost always win) comes across as if you just want to win keep winning easily. No offense meant. The swat teams might hand pick all of the advantages, but aren't you too at the end of the day?

    If I wanted to sweat every game, I would use the most broken add-ons on Nurse, get a mori, and go on a spree. I use neither.

    It's not that I don't want to play against equally skilled survivors, it's that I don't want to play against the same SWAT meta EVERY MATCH without ANY room for error. I don't play the game because I want to sweat and flex on everyone I face (unlike SWATS), I play the game because I love to play it. If every game is the same unfun crap, regardless of whether or not I can win against them, I'll be forced to go play a game that gives me more enjoyment and less of a constant rush to stay at the top of my game.

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