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RpTheHotrod

RpTheHotrod

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RpTheHotrod
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  • The Ghost Face. I like doing an initial hit, and then during the followup chase, just before I strike, I vanish off to the side and stealth. Really freaks the survivor out. Once they feel they are safe and stop to heal, I use nurse's calling to finish them off with a jumpscare.

    Less efficient, yes. More fun, yes.

  • @dannyfrog87 said:

    wasnt it supposed to go live already or am i missing something? dont think it was like when i played a few hours ago. it gives shards right?

    Technically it does. It gives you double player xp, and when you level up, you do get shards.

  • I've gotten pretty decent at countering bully plays and toxicity. I'm surprised at the amount of streamers I've played against that DC when they realize I'm shutting down their bully plays. Lots of friendly streamers, but toxic streamers are a whole different breed.

  • Sloppy butcher and nurse's calling is a pretty good way to put a lot of pressure on survivors. As long as they are injured, they are usually trying to stop to heal or finding others to stop to heal them. With longer heal times, you can track them down easier, and once they run from you, all the time spent healing goes away due to sloppy butcher. More tike trying to heal is less time on gens. If they ignore healing, then they are one hit away from being downed. They means they are usually a lot less ballsy on gen sniping.

  • Disagree. Slugging is the counter to swf clicker squads.

  • Downsides are never fun. We play the game to have fun. If there is a powerful perk, then a downside is understandable, but perks in general having a downside just because...I'm not a fan of the idea.

  • @vladspellbinder said:

    This is an on-line multiplayer game, if your connection is spotty and not stable you should not be playing any on-line multiplayer games because each time your connection drops it impacts more than just you.

    This is very elitist, I know, "Don't play if you don't have the money for good internet" sort of thing, but it is the cold hard truth. If you are racking up high DC timers because you keep dropping from games, well, you're constantly dropping from games and ruining other people's experiences by doing so.

    The DC ban timer is there to prevent this exact sort of thing, along side the "Join, start, leave" some people try and do.

    You are not the first to have posted on this matter, you will not be the last, but you and everyone else with this problem needs to stop and think about how your spotty connection impacts other people and not just yourself. If you drop out of every third or fourth game because of bad internet then every single one of those games is ruined for at least three other people. (Because I know some Killer players just love seeing an early DC because it's now an easy 3k.)

    It sucks, yes, but it is better for everyone this way. If YOU had good internet and kept getting matched with the same person who DCs every third or fourth game because of their internet and no there was DC penalty then I'm sure you'd be rather upset and wonder why they were allowed to keep playing.

    Sometimes there are solutions for bad connection that don't require more money, look into fixing your computer/console and connection issues so you don't keep dropping out without picking the disconnect option. There are tons of resources on-line for this sort of thing if you look for them.

    I hope you can get better hardware or a better connection so you can keep enjoying the game and not have to worry about it disconnecting on you.

    I mean, this is a rather fair point, as harsh as it sounds. Now, if Steam itself was having issues, then maybe a pause on bans, but if the connection is on the player's end consistently, yeah, the DC is protecting multiple people being affected by the DC. You're going to need to have a stable connection if you're playing with others in a pseudo-competitive scene. Perhaps it wouldn't be an issue if there was a backfill for queuing players mid match, but it's just not that kind of game.

  • @Nitpohls said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060112#Comment_3060112

    I think people are just asking for what was promised from the anniversary stream. Or at the very least, heavily implied. That something unique, and would giving bragging rights would be rewarded to those prestige 3 before the update. Some people, like myself, are more upset that it felt like a bait and switch.

    Was more than implied. They literally said it was there so you could show it off.


    Now I don't care personally, but I can definitely see why people were upset that they pulled back and changed their mind. I figured it would just be some symbol or something near your rank vanity item.


    That being said, I'm not a fan of people seeing other people's rank or experience. It gives enough info that could effect the game. For example, if a killer sees someone with a high rank, they may be inclined to tunnel them out of the game asap, or a low rank, they may see them as an easy weak link to eliminate.

  • Is adept killer stuff just achievements? I keep hearing about it.

  • @hastarkis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057388#Comment_3057388

    Yeah, great idea to force survs use those perks even if they don't really want to. Because otherwise killer will guaranteed commit for them just like killers do if see unhooked person healing themselves. That's why there's no indication, those perks were desined to make you guess, be careful/take risk and let survs be for a decent amount of time after unhooking (or get rid of the possible effect asap).

    What about visual indicator that killer has some perks? Just to be sure survivors will eat all bones if you have noed and won't bother to even tap totems if you don't have one.

    And, you know, no more perfectly executed Bloodwarden plays. At all.

    https://forum.deadbydaylight.com/en/discussion/comment/3058113#Comment_3058113

    BT (both base kit and perk) has haste effect, you literally can see when surv has it.

    Survivors literally get notifications on killer perks. They have their own icons that appear on the bottom left of the screen. For example, you'll know if they are using the new perk that auto destroys pallets you slide across, or if they have undying hex totems, etc...

  • @Grigerbest said:

    Personally, I don't think that "bots" is a healthy idea for any multiplayer games.

    If killer dc's, I'd rather to play next match with a human being than AI.

    If survivor dc's... I'd rather have a "Return to match button".

    Altho - I'd like to have a stronger punishment for ragequits. As a survivor, don't forget, you're playing with another 3 people, pay some respect to their time.

    I don't adore any AI in a games, where you supposed to play with other players.

    Isn't bots just a killer practice match? I didn't read anywhere where bots would be in live matches in any form.

  • I'm a huge fan of The Thing, but swfs would gut any power of imitation. :(


    I'm fairly certain that legion originally had a similar concept but was scrapped.

  • I still think killer needs some sort of visual feedback that someone is off limits long term. Otherwise, survivors can just bait the killer into a long chase where the survivor is actually in no danger whatsoever. That's a load of lost time. Worst when you have survivors that look the same. Who has godmode? You'll never know until you attack. Turns the game into a guessing game.

  • I'm a killer main. This would provide too much free information, imho. You'd be knowing where the survivors are heading next. That's a lot of pressure guaranteed. The counter would be for survivors to always run a dummy direction for a few seconds then turn around and go their true direction. That wouldn't be very fun as a survivor. Would be just as lame as having to crabwalk as a killer for old spinechill.

  • I usually let last hatch, or if the match is clearly won for me and the survivors were having a rough, I'll let the last two survivors have a heal party and let them go. Everyone gets more points. Winning os great and all, but I'm not out to make the process a miserable experience for others. If they have 2 survivors left and still need 4 gens, it's heal party time...assuming they aren't toxic. No mercy for toxic players.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055617#Comment_3055617

    Ah I see, I thought you were trying to show a through the wall example, I misunderstood.

    Yeah, it’s certainly possible there are some small hiccups in the whole “is the killer fully in the survivor’s field of view” thing. In that clip Bill is in view but it’s mostly just his head, I think, in the beginning? Hard to see since it’s really dark in that part of the room. I don’t remember there being a thing about Ghost face has to be in some 45 degree arc in the field of view or whatever, I thought it was just a check on what portion of the Ghost Face hit box was visible, so I’ll have to take your word for that.

    Aye, it used to be the center of the screen, but in the ghostface addon overhaul patch, they nerfed him and made the angle to reveal him slightly wider. I can't find the patch notes that have the exact degrees, but one of the patch recaps states

    • Added in differentiation of the sighting zone (the zone in your screen where the target must be to be revealed or stalked) for killers and survivors to better account for the differences between 1st and 3rd person cameras 
    • Made it possible to reveal Ghost Face / stalk Survivors when they are not in the center of the screen but still take up a large amount of the screen


    So generally, ghostface should be in the center of the screen to start getting revealed, but what classified as the center was widened in the update.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055454#Comment_3055454

    I can’t really hear that sound but it definitely looked like he’s on screen pretty much the whole time. Whether there’s a bug involving him only being partially on screen triggering a reveal when it supposedly shouldn’t is another topic, but in terms of “revealing through a wall” this definitely doesn’t look like an example of that.

    Oh naw, the reveal through wall was my earlier post. The video from survivor point of view is just showing how it's definitely broken , as they shouldn't be revealed when gf is on the sides of the screen. Not only can he be revealed through walls, but he can also be revealed without looking in his direction. It's just overall bugged at the moment making it extremely hard to ever stay in stalk mode.

  • Imho, tunneling is when a killer is specifically targeting a single survivor and disregarding other options. If you were chasing someone else and they were bodyblocking, then attacking the bodyblocker wouldn't be tunneling. They were asking for attention. They got it.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055343#Comment_3055343

    I don’t know, it looks to me like he was in the mid-right corner of the screen stalking him.

    May have to slow down the footage, but you'll hear the reveal progress progressing while they are running towards the door despite gf not being on screen, and much of the progress overall certainly didn't have him 20 percent visible, and he certainly isn't towards the center of the screen how he's supposed to be revealed. He isn't supposed to get revealed when he's anywhere on the survivors screen. It's supposed to be when he's in the center or a bit off center. This is him getting revealed at the complete sides of the screen.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054709#Comment_3054709

    It looked like he was onscreen and right next to Bill?

    He wasn't looking at him. It was supposed to be where the fov where he can revealed wad increased slightly. However, it's functioning where if he's anywhere on the screen which isn't correct. You'll hear the reveal progress also even while ghostface is entirely off the screen if you listen closely.

  • @NemmyMan3000 said:

    The amount of times I have been robbed of downs and hits because when a surv saves someone from hook and my game decides to lag for like 1.5 seconds and mess up my entire chase is so annoying.

    Its been happening ever since I started playing dbd when the RE chapter was out.

    And before some smartas$ tries to say "its probably your internet". No, just no its not.

    That's rubberbanding. We have all been experiencing it since a few patches ago.

  • Something is definitely up. I had 5 matches yesterday in the middle ofbthe day with cheaters, mostly teleporting and one was running a speed hack. It was crazy. Never seen so many back to back unless it was 2 or 3 am. Never seen it that bad in the middle of the day. MMR is getting messed with wouldn't surprise me.

  • @TAG said:

    Thematically, this one doesn't make sense. The Entity never struck me as petty. :P

    Fair, but just trying to come up with a more viable solution for anti tunnel than long term god mode. We may need ganeplay to Trump "realism" here.

  • I have a VERY unusual amount of cheaters today. Many lag switching. Maybe they released a new cheat recently or something.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054332#Comment_3054332

    My guess it was latency kind of like you said. You were in line of sight at the beginning and then went around the corner, so it might be that the actual reveal started a touch earlier than it appeared to on your screen and you ended up being considered still in line of sight on their screen even though you were around the corner on yours at the end.

    Here's an example of someone else I found online. They are a survivor. They reveal Ghostface even though he's completely off-screen. It's silly.

    https://youtu.be/QOHokrldw-Q?t=1146

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052922#Comment_3052922

    I've never had a survivor reveal me literally through a solid wall. (Walls with cracks or windows is another story.)

    Here's an example. I clearly break line of sight, but despite breaking line of sight, the reveal progress continues to progress. The moment I get revealed, I immediately stop and turn around. Survivor has no way of seeing me from that location. The second example, survivors need to be able to see 20% of GF in order to start to reveal him. I stalked behind the wall. Despite cracks in the walls, that isn't nearly 20% of GF. Additionally, once I turn the corner and go up the stairs, you hear the reveal progress CONTINUE to progress despite there not being ANY line of sight.


    The bug appears to be that once line of sight is broken, progress continues for an additional second or two. This is likely due to client server communication, but it's consistently an issue enough that they should at least increase the reveal timer by a second to compensate. It's almost impossible to break line of sight, especially with GF getting nerfed where survivors slowly lose reveal progress now instead of instant when breaking line of sight.


    https://youtu.be/4nc20edk478

  • Requested this to be moved to feedback and out of PTB. Thanks mods.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052922#Comment_3052922

    I've never had a survivor reveal me literally through a solid wall. (Walls with cracks or windows is another story.)

    I'll post up a video today if I remember.

  • @dugman said:

    Keep in mind survivors see in third person perspective so it's possible for them to see over an object without you seeing them yourself.

    Im a ghostface main. I can confirm that survivors reveal me through solid walls all the time. We are not talking about them ducking down behind something short. We are talking walls higher than the killer, even walls all the way to a ceiling. Sometimes you simply get revealed literally through solid walls.

  • @Coffeecrashing said:

    Controllers are forbidden from having a decent camera turn rate, which makes 360s way more powerful against console killers than mouse and keyboard PC killers.

    On PC, with a half decent DPI, killers can spin their camera to follow a survivor that is doing a 360. Controllers can’t do that at all, so 360s are massively unfair to console killers.

    I was watching a streamers match post game where I was the killer. I'm on pc. He was complaining so much because I could keep hitting his 360s. "I give up. He keeps ***** hitting my 360s! #########!"

    PC definitely helps with countering that 360 immunity nonsense.

  • Cheating is a huge problem, yes. 1 out of 5 games I'm usually coming across a survivor that can outpace me as a killer (and not talking about sprint burst and such). They'll be running full speed, I'll be catching up and then suddenly they start outpacing me slightly. Very common. Then there's also people that don't take damage on hits. Fairly common. Everyone in awhile, I'll have people who don't go down on hit when they are exposed.


    Anti cheat definitely needs some love.

  • The big problem is that long term endurance will turn the game into guesswork. Without the killer having some sort of feedback whether or not someone has long term endurance, as long as the person has been hooked, it's a guessing game if it's worth hitting someone. For example. You are running to an area with a gen. You see two survivors running away. They've both been hooked within the past 80 seconds. Which one do you chase? You have no idea which one had been doing a conspicuous action. If some has saved their endurance, you could be led into an extended chase where, in reality, the survivor you're chasing is in absolutely no danger whatsoever.


    Once you break line of sight of a survivor that has gotten off a hook, they are immediately a threat. You have NO idea if they have been working on gens or not unless you've directly seem them do it. Because of that the whole anti tunnel thought goes out the window. In order for OTR to TRULY be an anti tunnel perk, killers need to be able to know they are untouchable. Only then would killers not bother chasing.


    Long story short, OTR turns the game into random guessing if a survivor is even attackable. If they aren't attackable, they could easily waste a ton of time of the killer while others work on gens all while having NO risk to themselves. This is really, really bad for the game. Killers should feel like they are rolling a d20 every time they attack a survivor.


    It'll even get worst with swfs who all run the same skin. Now the killer will absolutely never know who has long term endurance. They can just take terms distracting the killer. Even if the killer manages to down and hook one, then that's another 80 seconds of chaos

  • @Yffriium said:

    https://forum.deadbydaylight.com/en/discussion/comment/3049301#Comment_3049301

    Right, & I get that and think that's quite appropriate. The only thing that doesn't sit right with me is that the survivors go invisible. Maybe instead of invisible, they could be "uninteractable" for 5 seconds OR until the killer breaks chase with them? Not sure.

    Only went with invisible to not allow the killer to follow them as they "reset"

  • @Yffriium said:

    I think this is an interesting idea, but I'm not sure if it fits super well into DbD. This system seems like it greatly discourages tunneling in a fair way. However, thematically, it is a little strange. Survivors disappearing doesn't really fit within the realm of things that survivors "should" be able to do, as indicated by BHVR's previous design strategies. The most entity-related activity that survivors have currently is blocking gens with Repressed Alliance, and even that is rather tame. Giving survivors supernatural abilities may step over the boundaries. If you can think of a way to make this system work while keeping it thematically appropriate, I'm all for it.

    Well, thematically, it's the entity hiding the survivors so it can grab them back itself. Sort of like, "No, Killer, that one is MINE." It's the entity hiding them.

  • I hate phone autocorrect. Last sentence should read this is to prevent survivors from using their invisibility to run to gates risk free.

  • Just leave them slugged up there. Their bleedout timer saves until they are hooked. They'll eventually simply die very quickly after being downed and left there a few times.

  • Another problematic thing with long term endurance is that killers don't get any feedback at all whether or not survivors have it. Killer shows up to a gen area and survivors scatter. He has no idea which one of them has done conspicuous actions since last hooked unless he literally seems those actions. That means he could be wasting a TON of time chasing someone who is literally in no danger at all.


    If BHVR truly believes that long term endurance is supposed to be for getting away from the killer and prevent tunneling only, then they need only show the killer that a survivor is protected with long term endurance. Killer won't even bother chasing them, then.

  • I always figured it was a joke add-on they added for fun. /shrug

    Would be nice for a re-design.

  • Have to disagree. It's good at one single thing.

  • @SkeletalElite said:

    Boons do not function like hexes because they are boons and not hexes.

    Boons have a 14-second channel to place + travel time.

    Boons take 2 seconds to disable + travel time.

    Boons have a limited range.

    Boons emit a hymn that can be heard from very far away.

    Hexes are on the map by default with no time investment.

    Hexes take 14 seconds to destroy + travel and search time.

    Hexes affect the whole map.

    Hexes emit a faint sound in a small radius.

    Have you maybe considered that in a match where survivors booned 10 times, they could have just done the gens a bare minimum of 140 seconds + 10 boons worth of travel time sooner while using an additional second chance instead?

    I feel boons are okay in general except some boon locations force the killer to go WELL out of his way to get to (like 2nd story of buildings)...then the survivor just sets it up again giving their team a wide area safety zone.


    Boons in general do tend to cause a lot of constant backtacking for killers which is annoying.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030713#Comment_3030713

    I feel like you're misunderstanding me. I'm completely aware of bodyblocking with Endurance, just as I'm aware of survivors with active DS going all "hey look at me, I'm injured, chase me!" and then stabbing the killer in the face. It was in my original post on this thread, even. I've faced plenty of this and I've done plenty of this, and I've argued on several threads that OTR in its current state is too easy and too painful to counter, especially in endgame.

    You're right about everything you're saying, which is not something I've ever disagreed with. You're just also super wrong if you think it isn't also used for its intended purpose of helping a tunneled player live longer.

    Oh, I agree it's INTENDED purpose is to be anti-tunnel....but that's not the reality in DBD, is all. Intentions is one thing, but the reality is it's not being used for anti-tunnel. That's what I meant in my post. It's not an anti-tunnel perk in reality despite best intentions.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030667#Comment_3030667

    To understand sometimes tunneling in your eyes isn't what the Killer sees. From what it sounds like because you looped him so much he wanted you out asap and your teammates made the mistake to try and body block giving the killer free slugs

    Edit

    There has been times I have been accused of tunneling or camping when I actually wasn't. I was accused of tunneling a single survivor but I actually never did I would break chase and let them go but I turn a corner and find them again, I already let th go once but if I find them again I'm chasing again.

    Or accused of camping as Spirit when I hooked a survivor and with BBQ saw his teammates and went after them found one but saw the other was going for rescue I gave chase to rescuer they went left on a hill hook and I went right in phase and caught her before she unhooked. So in both cases in the Survivors eyes I was camping and tunneling but actually was not

    Sometimes it's also BHVR's fault for now letting the killer see how many hooks a survivor has. I don't always keep track of who I've hooked and who I haven't...specially when survivors are running the same skin.

    I understand that BHVR doesn't want killers to see hook count in order to theoretically avoid tunneling, but people INTENTIONALLY tunneling are going to be keeping track of that, anyway.

    A better solution, imho, is when you bring a survivor up to a hook, you can see how many hooks they've been on just before placing them on the hook. They are already about to be hooked, but it at least gives the killer a chance to decide AGAINST hooking them for those cases where killers try to actively avoid tunneling.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030695#Comment_3030695

    And didn't MandyTalk say in multiple posts to maybe hold off on prestige until it gets closer to the announcement.....I personally didn't care I prestige the ones I could easily to p3 which is only Pyramid Head....others are P1 or lower.

    If you care about keeping all the stuff you've collected, yes, they encourage you to wait. If you want a "mystery prize" and don't mind losing your stuff, then by all means. Only thing that was sucky was they didn't reveal what the mystery prize was until way later. Some people didn't want to risk losing out on something super cool, so they bit the bullet and prestiged anyway.


  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030701#Comment_3030701

    No, it is anti-tunnel, and it's foolish to claim otherwise. It makes it so that it's more time-consuming to kill that player fresh off the hook than it would be otherwise, and make them less attractive to go after. However, anti-tunneling effects have always been used to bait killers, for as long back in this game's history as those perks have existed. They did it with BT, they did it with DS, they'll do it with OTR.

    Here's an easy example.

    https://www.reddit.com/r/deadbydaylight/comments/vld9io/please_stop_trying_to_make_me_tunnel_you_off_hook/

    Person gets unhooked. Do they run away? No. They just stand there. Why? They want to use their endurance to get a free risk-free flashlight save. I "encourage" them to leave. Do they leave? No. They will continue to stand there NOT running away for as long as they are risk-free. Once their timer starts running out, THEN they would retreat. If their risk-free timer lasted 80 seconds, you can bet they would sit there for the entire 80 seconds if the killer did not go after them and hit them -> again...they are WANTING you to go for them...they are NOT bothering to use endurance as an escape mechanic. This isn't anti-tunneling. This is trying to attract the killer to go over them. Anti-tunneling would require something for both parties....a discouragement for the killer to chase, and a discouragement for the survivor to stay nearby.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030701#Comment_3030701

    No, it is anti-tunnel, and it's foolish to claim otherwise. It makes it so that it's more time-consuming to kill that player fresh off the hook than it would be otherwise, and make them less attractive to go after. However, anti-tunneling effects have always been used to bait killers, for as long back in this game's history as those perks have existed. They did it with BT, they did it with DS, they'll do it with OTR.

    What's the first thing someone does when getting unhooked with BT? They get right in front of the killer's face. Off-hook endurance players WANT the attention of the killer which is in direct opposition of BHVR's design philosophy that it's intended to allow the player to get away. People with endurance know they get a get out of jail free card, so they turn what's intended to be an evasive mechanic and turn it into an offensive weapon against the killer.

  • A tunneling killer usually means a lost match if the survivor is decent at looping. That's a lot of extra time for gens. It does suck though being the tunneled survivor themselves. As a survivor, I find it being an easy win, so it doesn't bother me all that much.

    That being said, as a killer, I prefer everyone having a decent go at a fun match, so I only reserve tunneling for people doing BM stuff. Get that crap out of my match.

  • @Laluzi said:

    Yeah. I thought it was very bizarre that they made OTR the next anti-tunneling perk when OTR was originally a stealth perk and Iron Will's nerf opened the gates for a replacement in that area. Like, 100% sound reduction for a long time after being unhooked? It finally had an actual shot at being used. Of course, it's definitely going to be used now, but that's because they nerfed DS and then served up super-BT on a platter.

    It's pretty funny how a perk named "Off the Record" is going to encourage survivors to get up in the killer's face.

    Endurance off hook isn't anti-tunnel. Survivors literally use it to try to gain the killer's attention by trying to bodyblock or have risk-free flashlight saves. At least with old BT they had a limited amount of time to pull this off. 80 seconds of risk-free bodyblocking and flashlight saves is going to be horrendous for gameplay.

  • BHVR incorrectly assumed survivors use endurance to get away from killers. However, survivors don't use endurance to get away - they use it offensively to put pressure on the killer by sticking around bodyblocking and doing flashlight saves. Hopefully they realize this before it goes live.

  • You aren't losing anything you already previously lost when you decided to Prestige. They are simply giving you an icon, you know...something extra. They didn't have to give anything considering you already got nothing for hundreds of hours anyway outside of bloody vanity options.

    Long story short, you got "nothing" before when you made the decision to prestige. You went into prestige knowing this. This new change only gives new things. You have not lost anything you hadn't already consciously decided to lose previously already.

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