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Rogue11

Rogue11

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Rogue11
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  • @Royval said:

    If you actually played dbd when blight came out he wasn’t busted at all lmao he was a garbage killer for a long time with his bugged camera and his add ons being useless

    What revisionist history is this? Ruin Undying Tinkerer Blights were a menace as soon as people figured out his power. Plus original speed add ons, ALCH RING, and very strong iri add ons.

    The camera placement wasn't a bug, it was intentionally lower as originally designed, to help aim at where you were going to bump into objects if i remember correctly. Raising it was effectively a significant buff though.

  • I still think he could use minor adjustments to either holding his power indefinitely OR slightly longer cooldown to reduce the ability spam.

    He could use the partial basekit add on treatment with the roller blade add on that helps him make up distance after gopher mode. Maybe give him 10% haste basekit and make the add on an additional 10%.

    The exhaustion add on is pure cheese in its current form. Im up to prestige 23 on Henry and refuse to use it. It should have a much smaller exhaustion duration like 10 seconds OR require you to actually hit the survivor with the explosion to activate it.

  • Only if I never have to play vs Spirit while splashing through water every step

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057787#Comment_4057787

    Yeah, until medkits and toolboxes are changed to just not be the automatic best picks every other item isnt worth it. These have a stranglehold on survivor items and need to be looked at if they ever hope to introduce more items or make people use other existing ones.

    If everything else has to be absurdly strong to justfy being used over them, it proves those two items are overtuned.

    Cool, can't wait until we finally massively nerf blight, nurse, Ghoul, and drac so they aren't the automatic best picks.

  • Cheryl saying "oof" when cleansing totems

    Would have said Steve's scream but well…

  • Would also like to be able to name cosmetic presets instead of only loadouts.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055623#Comment_4055623

    How do you know it's a bug and not an intended balance feature? It's only a bug if it's not intended, and we can't know what is intended by the devs unless we somehow look into their heads. Thinking rationally, this pallet change is perfectly coherent with all of their other balance changes, like what they called "anti-tunnel and anti-slug mechanics". I would even argue these +50% pallets are milder than what they intended to push as an "anti-tunnel", so it could by just a compensation for the cancelled anti-tunnel. Once again, in perfect accordance to the devs' view of the game, so the bug case is much less likely.

    So if it fits the usual pattern it will be reverted within days after a few streamers make videos crying about it and we'll end up with fewer pallets on maps than before.

  • Has anyone shared a render of the new model? I'm curious if it looks better without animations applied in game. I feel like the new one looks ok in certain lighting/maps. I've seen some incredible fan-made models but for BHVR, the model also has to work with all the various animations and fit the game's female skeleton. Are they still working on certain parts of it or is this the final product?

  • @Vtech said:

    Survivors shouldn't be allowed to Abandon the game until at least 3 people actually dead via Mori or Sacrifice not just because they are down.

    Why do they get to cry baby quit, and keep all there bp, when if a Killer has clearly lost the game they punished they leave?

    Killers have to eat that L like a man usually needing to grow and run the 4 toxic butt wigglers out of the exit gate (Because most survivors are immature and won't leave until then). When the exit gate opens the Killer should have the option to abandon if he chooses without penalty, Or the Survivors should be FORCED to sit until they are by luck the draw the literal last one alive.

    Survivors got the abandon option because the "mature" killers couldn't stop watching them bleed out on the floor for 4 mins before hooking/mori'ing. Something the survivors (since the "mature" killers cried and got any form of anti-slug cancelled) have zero agency to prevent, unlike killers forcing survivors out the gates.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054625#Comment_4054625

    Wesker didn't drop really in so much as they fixed a few of his things like tunneling being extra strong, and since the loops have changed. We now have far more short loops where his power is effectively useless at.

    I was just telling someone the same thing for Demo regarding the short loops. I just want a long filler to shred survivors...

  • Also I would argue killers like wesker and huntress are more skillful because in addition to mastering their respective mechanical skills they also have to actually win at tiles vs good survivors. Blight just brute forces through the map so once you learn him it doesnt matter what the survivors do.

  • @Royval said:

    Blight actually takes mechanical skill. That’s one of the reasons I feel like he shouldn’t be nerfed.

    Wesker takes mechanical skill too. So does Huntress. Wesker and Huntress players also dont go on 2k winstreaks. Just because a killer takes mechanical skill doesn't mean their skill ceiling should be the stratosphere.

  • maybe after a 3k winstreak they will look at him again

  • You unironically asked them to nerf Pig and buff Ghoul?

  • I would still like to know why it was a good idea for Billy to get basekit bloodlust on his power (overdrive). He just needed some tweaks to his saw to be a bit more competitive at loops. They overdid it and now you get slugging at 5 gens Billy players like its 2019 again.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053901#Comment_4053901

    Like I know it's not as good for mobility, but that's why I'm saying it should be there. DBD is too fast with the mobility killers, much like how people playing the low tier think gens are going too quick (which is conditioned by the high-tiers rn, aiming DBD to be played like it is when they are in play is unhealthy). I don't care if it's "not by much" honestly, he feels just right to go against.

    That said, I also find Dracula/OG Vecna style powers for traversal are fine too, where they are designed for only tavelling, or Sadako/Springtrap etc. It's specifically powers which double as anti loop as well as mobility, which are way too powerful in their current state.

    The charge time doesn't really matter much coz in loops, the survivor is stopping to read what he is gonna do, it's plenty warning to react to what he is gonna do and then he starts charging which is then fast.

    Nurse yes you are right but she can also clip through floors and walls, cutting travel time down massively on certain maps.

    How is Blight or Ghoul zooming across the map and then using their power in chase different from Vecna/Drac flying across the map and then using multiple anti-loop abilities in chase? Just because they use a different button after flying? Like I'd say Blight/Ghoul are stronger but not by a lot. I just don't understand the distinction.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053587#Comment_4053587

    most of my friends were active detriments to my odds of survival; it's a fair question.

    Yea even the last official stats showed SWF having a marginally better escape rate at best. Not every group of friends you play against is doing comp callouts and coordinating every aspect of the match. 90% of my comms with friends if I'm in a team are us roasting each other for making a misplay or talking about IRL things.

    The greatest advantage to SWF has always been avoiding the horrible matchmaking system. I literally got a Bill on my team today with 0 hours. He had 2 green perks and was tunneled out of the match immediately.

  • Can't wait to see no one play her after the first month and have her relegated to cryptid survivor status with Quentin and Haddie

  • I want to be able to match outfits with my team

  • @100PercentBPMain said:

    what would happen if he was less spammy? he'd turn into a zoner and Knight proved we all despise that

    He's already that just with no punishment for spamming while he zones.

    If he keeps the current cooldown, what about a limit for how long he can hold his m2, aka zoning?

    I think he needs at least one of the two slight limitations.

  • I think BW is fine

  • @Balrog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052778#Comment_4052778

    It was patched this morning!

    • Fixed an issue where a generator could be permanently blocked by Secret Project.

    Good to know, thanks!

  • @Pulsar said:

    It's kind of fun in an all Hex build, but other than that, I've found it to be the weakest of Henry's perks.

    Well there's still the perma gen block bug/exploit if they still havent fixed it with today's patch

  • @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052755#Comment_4052755

    Matchmaking is as loose as it is because actual high MMR players, which is a very small percentage of players, were waiting too long to be able to get into a match. Odds are the popular killers (like Blight) would be on the most ban lists. This would definitely be impactful to those killer players matchmaking times just as having a SWF ban list for killers would impact SWF matchmaking time.

    No, its as loose as it is because winstreak streamers cried that they couldn't win 50+ matches in a row while reading chat and chewing doritos into the mic. The hours long Twins queue thing was fixed separately.

    Notice its the same streamers that say we can't have anti-tunnel systems because the high mmr survivor teams are too hard to play against. (After they demanded mmr be reworked to guaranteed they rarely face them).

  • @FixNurseBlinkAnimati said:

    https://forums.bhvr.com/dead-by-daylight/discussion/463526/i-just-want-more-blight-and-nurse-posts

    Ok... I'll post. It's been 3+ years since Nurse has had a blink animation. Not to mention she's basically unplayable right now unless you're running her m1 add-ons. 3+ years a killer has been neglected and ignored... Cut to a survivor scream gets charged and the whole rat community jumps on the case. This is proof the survivors are the only ones with voices.

    Yea it was "survivor voices" that got every QoL update of the last year for survivors reverted, mostly without even hitting live servers, while leaving intended compensatory changes that favor killers in the game. And fog vials dead within 2 weeks.

  • @Hannacia said:

    This is sadly the case with every killer nowdays. See what happened with Krasue. I'm not saying she didnt have issues when she was released but now she's clunky and i personally don't enjoy playing her at all. Her mushrooms are useless too, the whole infection part feels useless now.

    This game is starting to cater more and more to unexperienced and new survivors which shouldnt be the case. People with thousands of hours in this game like me actually do enjoy the matches when theres some danger and real close endgame matches are my personal favorite where you have to fight to survive and try to help your teammates.

    This is the reason i don't enjoy 2v8 anymore. It's too easy as a survivor and i get bored if i escape 80% of my matches.

    Maybe they wouldnt have needed to remove her infection on hook if killers didn't throw a collective tantrum at the mere thought of an anti-tunnel system being implemented. Ghoul still the easiest killer to play and get insanely easy wins for almost a year now. Catering to survivors btw.

  • @AGM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051905#Comment_4051905

    No. I'm talking about how it takes about 6 seconds for vines to come out when you try to use his M2 near hooked survivors. If the hooked and unhooking survivor can't move away from the hook within 6 seconds that's their mistake.

    guess Cheryl should have moved away from the hook. skill issue, clearly…

    https://youtu.be/Puh2YS5ShZA?si=N6SDM4boMoCzM2KQ
  • Are killers just not exploiting this enough where the devs are aware of it? Did all the devs with access to the killswitch take the week off after the chapter launch?

    Have we not made enough duplicate forum threads spamming them like when built to last was bugged? When we had doom videos on every social media platform about the killswitch not being used enough?

    HELLO???

  • @TheDavidKingMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051879#Comment_4051879

    Sure, here are my recent Vecna stats with a decent 12 hour sample size. Sorry that your gotcha didn’t work.

    https://us.v-cdn.net/6030815/uploads/6YH3BKY6RT4S/image.png

    OOF

    In before:

    1. "Your stats aren't valid because you aren't a killer main, so you're only playing against low mmr survivors. I have no proof of this whatsoever but somehow I know your invisible number is lower than mine."
    2. "this could be photoshopped. you have to record yourself streaming as Vecna for the next 12 hours with at least 2 impartial observers looking over your shoulder the entire time"
  • @MashedBroccoli said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051735#Comment_4051735

    you’re so wrong about this statement. I play both sides maybe slightly more survivor than killer these days. On a game to game basis with him i can go from an easy 4k to not even getting a 1k because even with aura they just dodge everything.

    mmr is cooked in this game, I don’t even believe it’s real considering how one match i can get someone like zerbs or tonytheduff on my team and the next i can get survivors who never played before.

    I don’t even know what they could do to fix him. Maybe world breaker should be shorter and the time static. Grandfather clocks shouldn’t reduce its time but instead should remove tokens.


    the worst part about him is how your teammates and worthless bots can feed him to world breaker and then you get punished for it. I can dodge him pretty decently denying world breaker just for a meg to feed him and wipe the team.

    I don't think removing stacks should be a mechanic as it isn't an overly powerful benefit and serves as a light punishment to whoever ends up giving him his power.

    I like that his power requires some skill to aim and predict correctly. However, the nearly non-existent cooldown AND his ability to hold his M2 infinitely to zone just remove any feeling of accomplishment in chase for survivor. Even when he's spamming and missing he keeps gaining distance if the survivor is actively dodging. He doesn't get punished for anything. I would like at least one of those things to get a slight nerf. Either give survivors a bit more distance for missing or nerf his zoning by slowing him down while holding or a hard limit on how long he can hold it. I would start with that and then let things settle for a while.

  • @AGM said:

    From what I've experienced in my Henry matches, this killer takes a decent amount of skill. If you're spamming your power immediately off its cool down, survivors start getting into a rhythm where they know you have your shot ready and will path weirdly to dodge, especially when out of sight.

    I also appreciate that Henry has an anti-tunnel and anti-camping mechanic built into his kit, where using his special attacks near a hooked survivor makes his attacks take much longer. It makes him one of the worst hook defenders in the game. More killers should have these kinds of safeguards built in to their powers.

    You mean the built-in anti-tunnel where he M2's you immediately off hook and bypasses BT to insta mori you? Very fair 10/10 certified not tunneled.

  • But I was told hordes of killers were just waiting for pallet density to get reverted so they could go back to playing their wholesome M1 killers? What happened to that goal post? I swear it was right here a second ago…

    @Crowman said:

    This is what happens with every killer. The fact we see "Nerf Newly Released Killer" within the first hour of release, the vocal survivors simply do not want to actually learn how to play against new killers and just want easy wins.

    I've seen as high as 124 winstreak on Henry already. in less than a week. "easy wins" btw!

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051384#Comment_4051384

    "It's not that complicated" is an odd thing to say for someone who sent a long message, and then got responded to with an equally long message. This is to say that what's not complicated is how it's not as big of an issue as you're making it out to be.

    Because people consistently gaslight and try to pretend they aren't using filters for an advantage in a pvp game, trying to come up with all kinds of rationalizations and excuses for something that is really quite simple.

    Lets play irl hide & seek at night but i'm bringing a pair of night vision goggles for myself. its fine though, its only enhancing the light that is already there.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051354#Comment_4051354

    "As for hatchets by your logic an autoaim program should be fine to use because it wouldn't allow you land shots that wouldnt be possible to hit without it. Its just enhancing what a player can already do right?"

    No, aim-assist is the more apt comparison, and that is usually intended to enhance what controller users can't do the same as keyboard-and-mouse users.

    As for your last paragraph, stretched resolutions are different since they went beyond being just visual changes by affecting actual mechanics like The Ghost Face's Reveal mechanic.

    Your examples against reshade are deeply flawed, so I urge you to reconsider your stance.

    Using a third party program to enhance visuals in a Hide & Seek game is obviously prone to, and has been shown to, give an advantage. It's not that complicated.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051282#Comment_4051282

    Consider the following:

    "I almost spun the Killer but they use a mouse with a high DPI."

    "I almost lost the Killer but they use headphones instead of built-in TV speakers and heard my directional audio."

    "I almost lost the Killer but they adjusted the colour and contrast settings of their TV."

    "I almost hit that Survivor but they play at a higher FPS than me and were able to react with less input delay than I can."

    "I almost dodged that hatchet but the Huntress player drew a crosshair on their screen."

    "I almost lost the Killer but they have better-than-average vision and saw something most people would miss."

    Filters don't allow you to see anything that isn't already displayed by the game. They just enhance what is already there in a way so much modern hardware can do innately these days. If we're banning Reshade, should we ban modern monitors and TVs that have built in settings for colour filters, brightness, contrast, saturation, etc.? If yes, then how would they actually ever enforce that?

    The developers sensibly understand that policing this is not worthwhile because it's an arbitrary line in the sand and completely unenforceable.

    If it bothers you considerably then you already have an option to avoid playing with PC players.

    Im on PC. I just dont like playing at a disadvantage because my game doesnt look like fortnite on acid. The filters absolutely extend the killers red stain as it tapers to nearly invisible on normal settings. They also make it incredibly easy to pick out things midchase that shouldnt be easy to see. your argument boils down that because some forms of gaining an advantage are undetectable the devs should do nothing at all to promote a level playing field. Even when its just checking a box in EAC to ban the easiest way to do so.

    The devs clearly care about dpi giving an advantage when they give multiple killers turn rate caps and adjust them to prevent dpi exploits.

    As for hatchets by your logic an autoaim program should be fine to use because it wouldn't allow you land shots that wouldnt be possible to hit without it. Its just enhancing what a player can already do right?

    I hear all the same arguments from the exact same people who made their game look like a fishbowl with stretched res. "I just like how it makes the game look better". Until it got banned by checking a box in unreal engine and suddenly they all switched their stories to "we knew it gave an advantage but reshade is fine because the devs havent banned it."

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051282#Comment_4051282

    I say with full objectivity that this sounds like a skill issue from your end, one which is being used to ableistly stop others from using accessibility tools.

    No, a skill issue is saying I'm bad at aiming Huntress hatchets and demanding an autoaim option but calling it "accessibility".

    Or in this case, tracking survivors / the killer without neon waypoints midchase. Plenty of pvp games have banned reshade for exactly the kind of filters that are frequently used by pc players to make their games look like a fever dream just to gain an unfair advantage.

    If more options are needed beyond the available in game settings, they should be properly tuned by the devs for competitive fairness and available to all platforms.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051266#Comment_4051266

    It also functions as an accessibility feature that allows people to have more colorblindness options to utilize, if they are needed, and to see with more clarity, in general.

    the game already has multiple options for that and the gamma slider in game. as if map reworks and aura spam haven't nearly killed any chance of losing a killer in chase, we really need this on top? "oh i almost got away but the killer's on PC so the colors on my survivor's outfit are brighter than the sun." feels fair

  • @terumisan said:

    unfortunately no

    Shouldn't be bannable since the devs white list it through EAC. But it shouldn't be allowed for how much of an advantage it gives

  • How has this not been addressed yet??

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050342#Comment_4050342

    I would say both options are possible.
    Either Henry players become good and demolish everything, which is unlikely considering it didn't happen with Nurse…
    Or survivors learn how to play against him and we will have The Harmless situation again.

    Most realistic is same outcome as any high skill ceiling killers. Some players are going to dominate their lobbies, but majority of player base struggling to make them work.

    So we've entered the "he's Nurse but that's a good thing" phase?

  • @[Deleted User] said:

    People aren't going to have a good time when players become good at this killer. I think the power design a little problematic.

    Yes, he's slow, but his power is so quick to trigger that you zone for free. If you're dodging on the audio cue, you're going to get hit. This is 4.4 Nurse without a blink fatigue. And it's not quite like PH because there's a clear lock in and delay on his ranged attack. This just appears.

    Yea im really shocked people aren't figuring this out yet. They're going to hate him within a week or two.

  • @Skillfulstone said:

    Please, let's not have a repeat of the Fog Vials, and let's wait a few weeks to a month for people to adjust to the counterplay (and for content creators to make tutorials) before sending something to the Shadow Realm within days because it's not obvious and easy to play around something.

    I understand not wanting to make knee-jerk changes. But I also dont want to wait a year for sensible adjustments like we just had to for Ghoul.

    I'd also like to hear what the actual counterplay is supposed to be, other than run around like a headless chicken until you inevitably die.

    Pallets? No. Windows? No. Pre-run? Well he literally pops up underneath you to start chase so no. Dodge and gain distance? His cooldowns aren't long enough to make any while actively attempting to dodge. Use the clocks? His power lasts a long time regardless, takes time away from gens/healing to complete, and he gets it back nearly instantly anyway. So we're left with the aforementioned turn off your brain and press random buttons, with maybe a sprinkle of everyone's favorite strategy; choose which corner to die in!

  • @Fenril said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049957#Comment_4049957

    And as I predicted, people are starting to downvote your comment. See what I mean?

    Btw, yeah… when there are usually 3 gens up, the match is basically over against him.

    Well either tonight is an epic indictment of matchmaking or this killer will need some adjustments. I'll give it another go but this feels like old Spirit where you just run around like a headless chicken until you die. Well, except old spirit still had cooldowns, had to use her entire power to map traverse, was blind while using her power, and didn't have side quests and a built-in mori mechanic.

  • @Fenril said:

    I don't even know what to say. I'm completely baffled. His worldbreaker mode stays on FOREVER, even if you interact with the clocks… In this mode, he can hit everyone, no matter if that person was previously "infected" or not. He has map pressure, he has a spammable aoe ability, that ability can be cast through walls, pallets, in the middle of a window, on edges, on different floors, etc.

    How is that even fair? Chases do not last more than 10s with a minimum-skilled player. Seriously, been playing against him for hours now, it's completely overwhelming in so many aspects… In a few days, when killers realize how strong he is, survivors will probably give up once the match starts and they realize they're up against One, just when Kaneki was released. When Kaneki was released, he was UNBEARABLE to say the least. Seriously… was this really necessary? Why is it that every new Killer needs to be super fast, super strong, have amazing map pressure… again, if the problem is the size of some maps, why not chop a few parts of the gigantic ones? You guys need to attain balance ASAP. I dropped the game one week after Kaneki was released. Basically 9 out of 10 matches were against Kaneki, and it was unbearable. Why should I kept playing? To massage some kid's ego? I wasn't having any fun cause I knew the chances of escaping were around 2, 3%. The same is happening again.

    yea i don't think people realize how strong this killer is. i have a feeling people are going to get real tired of getting AOE spam downed through walls while hearing "BWONG BWONG BWONG" on repeat after a week or two. i've tried all kinds of builds and nothing works. just 4k after 4k, usually at 3-4 gens.

  • I wish people that grind the PTB and have a 3 week head start mastering a killer before 90% of the playerbase even encounters them would have their MMR adjusted. they get to fully master a new power and then butcher a bunch of new players for hours.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049851#Comment_4049851

    everything, if you mean while he is underground. if you're in his range, you can't do anything. I suspect he'll be a great "return to hook" killer.

    Yea im really struggling with the back to hook play so far. Pallets and windows are useless. Thought about stealth but I guess he still sees auras, scratch marks, and survivors while...underground. slap on all the nerfed anti-tunnel perks?

    Ive been trying to use reassurance on hooked teammates to wait out the red mode timer before saving to at least give them a fighting chance. Mixed results so far

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049818#Comment_4049818

    be awake seems to be huge...sounds facetious but that Undergate seems impossible to hit against pre runners.

    the actual vine power, I guess treat Vecna like Vecna with mage hand with the guessing games. He'll either hit you, hit ahead of you, or predixt a dodge and hit the dodge. Guess right and you win a prize. Now do it again! Again! AGAIN!

    the biggest mistake I think a survivor could make would be being predictable, like a mage hand Vecna. if you know they'll make the same play, the downs become free. for example, "Lithe brain" is a death sentence. but if i suspect a gamer is a lithe+ WoO enjoyer and they don't insta vault, they'll probably outplay me.

    what does he see while gophering? does he just see everything like a cloaked Wraith? i'm not sure what to do to avoid being tunneled

  • Can anyone give some counterplay advice vs him?

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049743#Comment_4049743

    I get the joke, but imagine if we got actual volume normalization and/or rebalancing instead? Almost like was promised for survivor voices in particular years ago. We could fix the issue for everyone at the same time if they gave an intern a small bonus and a copy of audacity for a weekend.

    Im more interested in killer powers being balanced than audio volumes tbh

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