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Saitamfed

Saitamfed

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Saitamfed
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  • @AetherBytes said:

    Wasn't that luck bug fixed?

    @AetherBytes Is it a bug? I thought the perk is luck based

  • Well, being survivor means you need to team work, you can be good but if your team don't want to work like one then you most likely will loss. I don't think I am a great survivor but can entertain a killer for a minute, sometimes more. A good team would do gens or clean totems but in the meanwhile most of them are with Urban Evasion.

    I understand your point @ToastfaceKilla but as a solo you can be good, but you can't hold all the teamwork in your back. You still need to do gens in order to power the exit gates. I remember in rank 20 when I fist bought the game, even if the players didn't know how to play, they tried to unhook, tried to fix even if they fail so it was easier as you knew a teammate would likely try to save you.

    Survivor is not a competition as much people can think, survivor is about team work but now some survs just don't do gens or anything to progress in the match (and now you have a tutorial, wich is more than I had the previous year so they start a match knowing how to play), you're good if there is only one that actually helps you.

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/579450#Comment_579450

    Rank reset as a solo - I'm taking deliverance. Use it all the time, unless someone looks like they can make a good save, then I let them save me. Really comes in handy when you get the misfortune of being hooked across the map alone or in the basement so you don't waste other people's time having to cross the map for you and you can be back in action on a gen immediately. Also when no one comes to save you or you just know the person coming for you also has the killer in tow - you know what I'm talking about.

    That said I think switching the description to 'luck' would add even more confustion since no one knows what the hell it does anyway (usually nothing).

    @darktrix well explaining what the luck mechanic is would fix the problem I guess.

  • @TRB124 said:

    Deliverance is a useless perk anyway, don’t use it.

    It does have its niche uses, such as when you combine it with DS, which then allows you to Kobe off hook and get 60s of protection, especially useful when killer is slugging for 4K so it gives you the chance to escape through hatch once they hook the slugged guy.

    Otherwise 9/10 times your team mates save you. You don’t need deliverance. If you are being camped you got no hope anyway and the same goes for if all your team mates are playing immersed while you are on hook.

    @TRB124 I would say 2/10. I don't know why but most survivors are becoming Selfish? I mean, is your choice to save the hooked survivor or let him/her die but as I said, I had a lot of times where I was the only unhooking survivors and when the killer caught and hook I waited two minutes (all the time) and still nobody tried to rescue me.

  • Well, the game already have the sharads in-game that wich are "hard to obtain" (the game only requires you to play in order to win them, not like other games where you need to purchase a game pass) but most of online games have no shards at all. The game is not pay to win. I know it can be funnier if you have more characters but you already have 6 playable survivors and 5 playable killers (In PC), wich is more than most of online games and honestly it takes a lot of time to dominate all killers (specially nurse). The game has also a tutorial where you can win BP wich it hasn't when I started to play. For the teachable perks you already have the Shrine of Secrets.

    In summary, I don't think those are unfriendly to new players, the two unfriendly things that I see is:

    people at rank 20 who have four tier three perks (some teachable for another survivor, let's say they are playing with Meg and have a Laurie Strode Perk level 3 and a Claudette Morel level 3 perk), wich means that those players are not new at all.

    Or let's talk about the new matchmaking with can put a 16 level against a level 20 killer with zero experience and just two level 1 perks, he can't do much about it. I mean yes, the new matchmaking finds easier matches but those things makes harder for a new player to play and like the game.

  • @marquelcool21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/578790#Comment_578790

    Safe unhook = guarantee self unhook as you haven't been hooked yet

    It doesn't because if I use a luck offering it won't work.

  • @lazerlight said:

    ....what's the difference.. it'll literally be the same thing. There's nothing in the perk's description that mentions luck so logically nobody "cares to read" that its a luck perk because it isnt. You just wanna say "i told you so" to your friends. Accept defeat pal.

    @lazerlight it is a luck perk, even you have the four leaf clover when you do

    https://deadbydaylight.gamepedia.com/Luck

  • @sam said:

    https://forum.deadbydaylight.com/en/discussion/74718/flashlight-changes

    you said and i quote: "I thought about this idea, if you use a flashlight and you get to blind a killer, it will deplet it, that will avoid malicious uses What do you think?"

    (first of all, deplete*)

    anyways, flashlights do deplete when you use them, i don't think i quite understand what you're even trying to say. you said that you are a "survivor main" but you didn't know that flashlights DO deplete so something really isn't adding up.

    also..... are you wanting flashlights to be used to see around the map or what? because to be quite frank with you this thread just makes no sense!

    @sam I was meaning about fully depleting (meaning no matter how many seconds remain), I am not used to flashlights , I have a lot of flashlights in my inventory. Anyway, this thread originally is for my brother because I see how many toxic survs bother him and honestly I feel bad about him.

  • @Deadeye said:

    @Saitamfed The fake grab is something like, first go kick a pallet or a gen, if the downed survivor is near one, then get back to pickup the survivor. If nothing is around, pretend that you stand too much beside the survivor to press space and "search" where exactly the survivor lies. But not turning around, just back and forth to check, where exactly the survivor lies on the ground. Pretty sure every killer had this situation already in his early days, so you should know how a "ground searching killer" looks like.

    This behaviour gives a potential flashlight saver a clear instruction, in which direction you will look, when you try to pickup the survivor. So the saver has a bit time and will find an optimal position to jump out of nowhere. Then you just move over him and wait for a second or a half. If you are aware your surroundings, you might have a good guess, where the survivor will hide with the flashlight. If you are lucky, he jumps out the moment you seem to pick up the survivor. Just listen if you hear movement. Otherwise just jump around the corner yourself to check if you see someone.

    As mentioned above, it is also possible to just make it as hard as possible to get the distance. Needs a bit of training to get the timing for saves right. On the kick example, if you kick a pallet and return to the survivor, you will have a direction you will face when directly picking up the survivor. A saver will orientate on that. If you just turn around 180 degrees before picking up, he might have to run an additional 10 meters to get into blinding position.

    @Deadeye that's a nice idea. I will tell my brother as he is the "main killer".

  • @fluffymareep said:

    It does work, you just have to unhook someone safely before you get on the hook. If you do that, it'll work 100% of the time.

    I never said it doesn't. I said that people don't know or don't want to understand that 100% is for the luck add not for the chance.

  • @daLenster said:

    Not sure what rank you are, but I seldom see flashlights as a problem for killers at around rank 6-10. Very few times have I seen survivors abuse it. The other survivors that try just fail at it, it’s not easy to use.

    @daLenster as I play with my brother generally I only gets to play in ranks 12-15 more or less. And let me tell you, in rank 20 there are people with four level 3 perks, I meant some of them knows of how to play but just don't want to get red ranks (most of people after reaching rank 1 they go to ranks 15 on purpose).

  • @ElusivePukka said:

    It's rina being an example of how not to be a positive, worthwhile person in the community. It stands for Learn to Play.

    @ElusivePukka thanks. As I said I don't play often killer role, but I saw it a lot of time, a new nurse trying to learn and survs bothering him. I don't think this is a good behaviour being honest.

  • @deadbyhitbox I love your username. Lol, and there are SWF good teams and SWF bad (toxic) teams. I mean of course you need to deal with both. Ok just was an excuse to tell you that your username made me laugh.

  • @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/576383#Comment_576383

    That's where you need to gather info and pay attention in the lobby to see if there are any potential items that could effect the game. If someone has a flashlight and you see someone nearby go for the hit chase people away. Or even changing your direction can help if you think someone is in one direction face another direction it will be very challenging for them to make the distance to get the blind.

    @KillermainBTWm8 thanks buddie.

    @rina What is L2P?

  • @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/576357#Comment_576357

    You grab while looking at a wall or you make sure to hit the survivor trying to save. This is simple

    @KillermainBTWm8 the part of looking at a wall can be hard when you're on an open field but you're right about that, the only thing is hitting the survivor, is really hard to know if someone is there, even hearing, and as they have the purple flashlights you haven't much time to move when you grab a survivor.

  • @KillermainBTWm8 said:

    There are things like WALLS or if they keep blinding you at pallets there is this useful mechanic called SOUND there are even perks to help with this. Flashlights have plenty of counterplay.

    @KillermainBTWm8 oh yeah, walls and what if I only lift a survivor and until the action ends you can't move, so what happend if when I finally I am able to move I only heard the scream of the killer wich indicates that the survivor that I just lifted is free?

  • @Deadeye said:

    Not sure if one-time flashlights are the way to go. They are not easy to use and when the killer has a serious problem with flashlights, you can put on lightborn (if you have it). Most of the time I'm happy when flashlights come in because you can fake grabbing a downed survivor, so the flashlight survivor shows himself and gets hit, or you can look to a wall and stuff. And when they manage to save, it is deserved.

    And toxic behaviour is an issue of the survivor, not of the flashlight. And survivors cannot be bugfixed ( sadly :P )

    @Deadeye, well I have lightborn, the issue is, it doesn't appear on the bloodweb strangely, and I know that the main issue are not flashlights, as the issues are not insta-heals but if there is something that people can abuse, they will do it. Also How can you fake to grab? Can you please explain it?

  • OoO needs a change, but seriously Survivor is easy? Sometimes I end doing generators with a lot of potatoes and I end being myself killed as first. Of course at the rest of survs are potatoes nobody come to my rescue, and about SWF teams, generally they just stand there and let the solo player die.

    I am not saying playing killer is easy, don't missunderstand me, but being surv is not easy neither, you depend a lot of teammates (there is the fact that a lot of survivors end competing with another about who wins the hatch, that happended before EGC too about waiting for players to death, but happens a lot more now as the hatch always appear).

  • @hahugow said:

    https://forum.deadbydaylight.com/en/discussion/comment/575204#Comment_575204

    with the EGC, unsportsman like happens: intentionally bodyblocking, intentionally failed skilledcheck when healing others, pointing at the team mates

    no sir, that is not griefing, that is not working with the killer, no banning excuses!

    that is the new direction DBD is going after EGC, the way to surviving is competition also!

    @hahugow that happened even before the ECG. Also How can you be so sure about failling skillchecks? And if it's intentional then yes is grieffing, because the whole point is to help each other as a team. ECG only was made to prevent taking the killer as a hostage, nothing changed.

  • @Raptorrotas said:

    Teamwork is overrated, it boils down to staying alive longest to get the hatch or cry about how unfair the egc is. (Current state of the game, boys!!!)

    @Raptorrotas if you don't like it then play as a killer, the whole point of being surv is about teamwork, that's why SWF have more chances to win.

  • Well, the game is killer vs survivors. The survivor mechanic is about helping teammates and team work (that's why they reward co-op actions). The main point of being survivor is helping your teammates, that's why some killers use a downed survivor as a bait. If there are a "corrupted survivor" What is the point of having a killer?

  • @Raptorrotas said:

    11/15 killers depend on survivors screwing up. Survmains: "fine and balanced."

    Some of the rest are simply less dependant and SPIRIT/NURSE even reverse the situation. Survmains: "Reeee, nerf nurse/spirit, here have streamer stomp some noobs as evidence."

    Depip squad !!! - "nobody plays like this".

    Why is it survovors look at first time players for "balance" and at pros for killers? Damn double standard

    @Raptorrotas lol I am a main surv and don't want her to be nerfed, she is good the way she is. For me she is not OP and actually a fun killer to play with and against.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/568384#Comment_568384

    @Saitamfed you always face the direction of the survivor that triggered the trap.

    @Jdsgames what I meant is that generally the survivor changes his direction and you get a bit confused seeing where are you facing.

  • @Holijay said:

    She will be too strong in my opinion. I ram into crap when springing a trap in a chase all the time.

    I guess we could lower the trap count as another counter. Or the speed boost only works when teleporting outside your terror radius.

    Also I don't think it will be much stronger if we give a second speed buff (As I said Wraith and Spirit have and they are not that strong). Still there are not much people who knows that if they crouch then the trap won't activate.

  • @Holijay said:

    She will be too strong in my opinion. I ram into crap when springing a trap in a chase all the time.

    I guess we could lower the trap count as another counter. Or the speed boost only works when teleporting outside your terror radius.

    @Holijay I didn't thought about it. Maybe if you're not in a chase then add that small speed boost could work too.

  • @Holijay said:

    She already gets the change of view confusion on the survivor. So if she got a speed boost the other advantage should be removed.

    @Holijay But that's not even an advantage itself, it's an effect wich is created for the hag traps so is not like you can do much about it.

  • @Elk said:

    Do you think she needs it? I not saying you are wrong or anything. I like the idea for her to get a speed boost after she teleports too.

    @Elk well I think you are a bit disoriented when you teleport,not knowing exactly what place you will look at and it will help you in the daily ritual too.

  • I think it's fair, but I think some players rely too much on NOED because they aren't good with the killer, I think you get used to have NOED so they don't grow much in experience because they are afraids. Of course, is a game perk so no one should tell you if you're right or wrong to choose it. In my opinion is good the short speed boost because there are not perks like "Sprint" for killers.

  • Usually I don't because before EGC I gave to them and they laugh me on chat. So unless the match is unfair (two DC for example) then I'ld rather not do it. And about waiting for the survivor to go for the hatch and kill them in front of it, is fun but I think is not a good behaviour. If you're gonna kill them, then do it, is like those killers who down a survivor and then wait for the EGC to ends, wich ends of course with the survivor being "sacrified".

  • @Gorgonia said:

    https://forum.deadbydaylight.com/en/discussion/comment/566643#Comment_566643

    @Saitamfed One thing is to unhook vs a camping killer, another thing is to deliberately unhook when the killer didn't even have chance to go away

    @Gorgonia yes. I understand, and yes it ruins completely your experience as a survivor. I guess they can be banned by griefing but I don't know.

  • @AetherBytes said:

    @Saitamfed There's 2 kinds of farmers, nice farmers (always killer) or griefer farmers (always survivors). Killer farmers mess around with survivors so everyone earns BP, while survivor farmer's are where they unhook you right in front of killer, or deliberately block you to make sure you die.

    Thank you @AetherBytes@AetherByters

    I meet some of those, @Gorgonia, sometimes your intention is save a survivor but due to the closer hooks distance and some campers, sometimes looks like you are farming when you only try to help. My brother was accused for farming because he unhooked a lot of survivors with a killer who was camping, he even took some of the hits but as I said, sometimes your intentions are good but in the reality you can't help. And since camping/tunneling is a "game strategy" for the devs, we can't do much about this.

    And yes I agree, is a strategy, but not a healthy one, not for a game like this. Of course killer main will complain about how toxic survivors gets and they are right but that doesn't justify that they need to camp every survivor.

  • @Gorgonia What do you mean exactly with "farmers"? I play mostly as a survivor but never heard about such a thing. Also can you be so kind to tag me when you answer? I really want to know about it

  • @Atrushan88 said:

    @Saitamfed I didn't say it had to be the same placement every game, just the same number. The doors are the only thing that need to be 100% consistent. Well that and the numbers. Killers won't be able to be properly balanced until maps are the same size.

    As for your editing comment issue, it only freezes for a minute with Microsoft Edge for me. I just keep clicking the comment box until it says something about a "long running script" and gives me the opportunity to stop that script. After that I can edit my comment and my text goes as fast as I type it. If I need to edit my comment again though I need to refresh the page.

    @Atrushan88 My bad then. Yes it's a cool idea.

  • @Zender said:

    What do people think about:

    1) penalizing quitters with a 5 minute cool down before they can search for a lobby?

    2) Having player stats above their head in lobby, like # of DC's last 50 games, hours played, etc?

    3) Ranking system that if your buddy is rank 18 and you and your friends are 2, 4, and 7 you get a rank 2-5 killer?

    1) That depend on the quitting reason. Some people have electricity issues where in a few seconds the electricity can go off and turn on again so penalizing for me is a bit hard issue, due that penalizing just for quitting is ignoring another important facts

    2) It can be interesting just to know

    3) Yes it will be good.

    My brother and I thought that you can only play with your friends if you're in the same group of ranks . Let's say 16 - 20 is a group, you can join with your friends if you're on those ranks, if there is a friend who is rank 7 for example then he receive a notification that doesn't allow to join because he doesn't meet the requirement.

    This will grant you that the ranked players who plays in a group are closer to your rank as a killer.

  • @se05239 I am glad to hear that I am not the only with the same issue.

    @Atrushan88 then it will be a memory game with a low challenge. You will need to know where are the pallets/vaulting places/ hook and generator spawn. Right now maps are pretty much the same.

  • crouching* sorry but I can't edit comments because my browser freezes.

  • If you could change one thing (not an individual perk or killer power) what would it be?

    @Zender is not because they are crouch that you can't hook a survivor. I mean, try to crouch under the hook and the killer still will hook the survivor. What people use to do is move the killer, crouching at his side and move to the killer side so technically you can't hook because you're still moving.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/565784#Comment_565784

    @Saitamfed I understand that the survivor role has to be more attractive to players than the killer role, in order to keep the 4vs1 balance up. This thinking led to the introduction of WGLF. The devs thought it would be a great idea, to boost survivor points. But they didn´t expect killers to switch to survivor.

    I´m not against more points per se. I´d prefer something like a special item that gives permanent exhaution or slows repair speed, or reduces the distance survivors hear the terror radius, etc. Just something that makes the game a little harder, but in exchange grants a 100% bonus points. Just like Padded Traps for the Trapper do. Something that requires some effort, and gives a bonus.

    If they just increase the amount, to get for example 50% more points than now, then people will play more survivor. Just to farm faster. Which is intended, but might be a little to tempting. It´s a difficult thing and the balance could easily tip towards one side.

    I simply doubt, that the devs can easily adjust the numbers. Why? Because they failed with the last event, where survivors got firecrackers instead of cakes. Something like this happend on various occations in the past and it sure will repeat in the future.

    The grinding should be reduced anyway. Since most perks/addons that give bonus points, give them during the match. Which is just ridiculous.

    @Tsulan yes I understand. I started playing the game after the WGLF problem. And about the firecrackers, you're right ,I mean they gave some cakes of course but the fact is that nobody uses the frecrackers because you don't have a "special reward" for using them. Is hard to balance this game because players want to think that they are winning something in their matches and not losing their times in order to get something that is hardly call a benefit (that's why a lot of people likes RPG's but hate the farming system even if they are being used to it). And about the add-ons is not a bad idea to make the game interesting.

    We need to mention that there is a huge gap between friends playing against a killer and solo survivors playing in a team wich makes harder to balance the bloodpoint gains. 


  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/565512#Comment_565512

    I really bothered reading the whole thread. But as i said in my first comment, i agree with @DocOctober since he´s the admin of the DbD Wiki, he has some more perspective.

    People should really play both sides extensively and not only some rank 20 matches to proof their point.

    I would post the end stats of my last survivor matches. But i doubt that would somehow change your mind, since you are adamant on survivors earning lesser points.

    Excuse me @Tsulan, I play mostly as a survivor I should say 70/30 , and well If survivors have more chances to win BP (still capped to 8,000 per each category) then more people would play this role, making short times finding matches as a killer 

    Why? The fact is that you need less killers than survivors in the game (one killer, four survivors per match).

    The problem with we're gonna life forever when granted 200% BP was simple, there is a high amount of BP without offerings that you can win (32,000 BP) but WGLF is able to break that limit (it will happen again if BBQ grant 200% , more people would rush to play as killer), but I don't think it will happen again as I said you're still capped to 32,000 BP and most of survivors can't reach that amount right now because survivor only takes the times for struggle in the second phase of sacrifice (900 BP as much), escaping from killer grasp (500 BP wich is highly hard, impossible now if you have Iron Grasp) wich is not given to you if someone blinds the killer.

    In summary I don't think the "big migration" of surv/killer will happen again.

  • Well, let's see if we can clear the topic. We are all players of the same game, is not a fight about wich role have more problems or wich role is easier. Both roles have problems and BHVR is trying to fix those. Now they are trying to close a gap about BP, wich you will see if you see/play both roles. About the more bloodpoints, as some people said, they still are caped to 8,000 per each category so there are no “more bloodpoints” but there are more ways to get them for survivors.

    Again, there are some things that need to change as killers side as well in order to be fair, but getting balance in a asymetrical game is harder tan you think. So instead of complaining about “how eay is winning BP for survivors and harder for killers” would be better to ask BHVR if they think is a good idea to add more BP let’s say for example when Plague infect objects. I hope we all understand that this is just a game, the purpose is having fun and entertain ourselves, life give us enough motives to be arguing so instead of arguing so hard for a game, let’s try to enjoy it that is the original design of every game (not only Dead By Daylight). 

  • @Gcarrara said:

    You're welcome, and please no need to apologize! 😁

    Mhm honestly i don't remember a time where the wiggle bar was faster... So can't help out on that, i'm afraid.

    Could definitely have been a bug though, since i don't remember a time it was intended by design since Boil Over was out. 👍️

    Well some friends of mine thought also so I think it was a bug. Actually it was a nice idea against "Iron Grasp" because "Iron Grasp" make the wiggle bar slower, maybe a perk who can counterplay it in a future would be cool, I hope the devs have something like that in their plans.

    Anyway as my question is answered I think someone need to close this post Right? Sorry I joined a few days ago so still I need much to learn.

  • @Gcarrara said:

    It's ok, i understand now. 😀

    Ok so this is the thing that confuse many people. Boil over doesn't speed up the wiggle bar. So if the normal Wiggle duration is 15 seconds, even if you use Boil over it will still take 15 seconds. The extra struggle effect that you see mentioned in the perk is the fact that during those 15 seconds, your wiggle effects (so the fact that the killer moves around while carrying you) are stronger, so it is harder for the killer to go straight, making it more likely to bump objects in the way.

    Is it clearer now? So the fact that it takes you 15 seconds to free yourself with Boil over is not a bug. It would be a bug if while carrying you the killer does not have extra difficulty in moving straight.

    I hope i explained it better, and if this is already what you meant from the beginning i apologize for not understanding until now. But do let me know if this is the case so we can actually pin point the bug you're talking about! 👍️

    Thank you. My apologies. I guess it was a bug when the bar was faster Right? Because I remember using the same perk and the wiggle bar was faster before. Then it was my mistake then. Thank you for the provided help.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/558232#Comment_558232

    Is not necessary to apologize and I am talking about the speed up. Sorry I said effect because it has effect on the struggling bar. My apologies again.

    Wiggle bar* I can't edit my comment because my PC freeze.


  • @Gcarrara said:

    https://forum.deadbydaylight.com/en/discussion/comment/557930#Comment_557930

    Ok i understand. But sorry if i'm saying the obvious, just want to be sure we're on the same page:

    you're talking about the extra struggle effects on wiggling (so killers move way more because of you), and not the speed of charging up the wiggle bar to free yourself, right?

    Some people do get confused of the effects, so i want to leave the confusion out of the way. 👍️

    Is not necessary to apologize and I am talking about the speed up. Sorry I said effect because it has effect on the struggling bar. My apologies again.

  • @Nicholas said:

    It doesn't work and it sucks. 14 is not enough and 75% should be buff to 100% to truly counter iron grasp. It should also accelerate the wiggle meter by 25%. I don't know it just feels like there's always a hundred hooks in every nook and cranny on the map. There's no opportunity for Mind Games, does it matter where you go because there's always a hook right around the corner.

    Well, mind games with hooks is impossible I think. Anyway I think is a comment for another topic.

  • @[Deleted User] said:

    What exactly isn’t working?

    A lot of survivors misunderstand what Boil Over does.

    Sorrry, my mistake.

  • @RoKrueger said:

    It works on me alright, it is a bumpy ride to a hook with Kate or any survivor using that perk. It is just a minor inconvenience though

    Sorry. I didn't thought the question could lead to a misunderstand. I was talking about the extra struggling effect wich is zero.


  • @Gcarrara said:

    https://forum.deadbydaylight.com/en/discussion/72925/boil-over-not-working

    Just to be sure, which part is not working of Boilover? The hooks hidden aura, or the extra struggling effects?

    The part of the struggling effect. I don´t really know about the hook hidden auras as I play solo.

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