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Seraphor

Seraphor

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Seraphor
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  • The Scarecrow

    The Wraith: The Beast - Soot & Bone Clapper

    Insidious - Beast of Prey - Hex: Undying - Hex: Retribution

    Weathered Scarecrow cosmetics + Coldwind map offering

  • Perk buffs are here and there, give one take one, not too bothered either way.

    Gen speeds are virtually unnoticeable for either side tbh.

    The best thing is the 10% increased speed on breaking pallets, kicking gens, and attack recovery. It makes playing killer a much smoother experience, and less clunky. I don't really care either way about the 10% reduced speed boost survivors get, I just don't want to be stuck in animations longer than I need to.

  • @tendyhands said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077929#Comment_3077929

    So if someone is dead and there are 4 gens left you can heal and rescue to catch up? Do you even play the game or just go on the forums?

    Healing is undoing the killers objectives.

    You can catch up by regrouping, healing everyone up, and then you're back at square one. And yes, 4 gens with 3 survivors is possible. Hell I've done 5 gens with 2 before, by playing smart and stealthy.

    Of course you can't bring eliminated survivors back to life, no more than a killer can un-repair a gen.

    If you could 'catch up' in that sense, then killers would need to be able to regress completed generators.

  • That might be too strong for Shadowborn. Jumping in a locker is a counter to aura perks, so denying the counter would make survivors powerless. Much like how Iron Will 100% countered Stridor before this patch, making killers similarly powerless against it.


    I'm thinking it could take some cues from Dredge's Nightfall. By altering the brightness and contrast of your vision, making it possible to pick out details you otherwise wouldn't, with the ability to pick out survivors from their surroundings.

    Shadowborn: Increases your visual intensity in the dark by 50%, and highlights survivors within 8/10/12 meters.

    Basically half strength of Dredge's night-vision, with a limited range of highlighting. Making it incredibly easy to locate survivors trying to hide.

  • No, I still play both roles. I never used DH or DS anyway... so...

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075580#Comment_3075580

    There was never really an implication that he was gay though, or questioning his identity - that's what I think they meant by ret-con.

    It just kinda came out of nowhere, and was hardly if ever alluded in his lore. Feels kinda lame

    There's never any way of doing this that doesn't 'feel lame' for some people.

    You can't say an existing character is gay because then it's a retcon, you can't introduce a brand new character and say they're gay because now it's tokenism and that's all that character exists for. There will always be something to find fault in.

    Yet heterosexual characters never have any problems like this. You can introduce an opposite-sex partner for any character and nobody bats an eye. Which just goes to show that this representation is far from being unnecessary.

    Until we can all go "hey that's neat, moving on" whenever a character is revealed to be anything other than heteronormative, then it doesn't matter how it's implemented, it needs to be implemented.

    The very fact that months after the update this is still being debated, is just all kinds of disappointing.

  • Healing/rescuing is a catch up mechanic.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077917#Comment_3077917

    Ok, but mentioning is one thing. I want to see the actual graphs with the stats. Where are those?

    You'll have to ask BHVR.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077522#Comment_3077522

    Can you show me the stats with the kill rates being below 50%?

    More recently than the stats @Murgleïs posted, BHVR devs mentioned that the kill rates were lower than what they would like them to be, which is safe to say lower than those stats which are now several months out of date, and across all skill ranges mind you.

  • What's ironic is that killers have had to put up with a survivor sided game for years, with the kill rates since MMR came out being below 50%, yet they're still playing.

    Survivors lose half a perk (you can still use DH to tank a hit, you just can't use it for distance to double the length of a chase anymore, and DS has a replacement in OtR) and apparently the game is going to die?

    All of the survivors are going to uninstall after this?

    So... who are the petulant little children again?

    Survivors finally feeling what it's like to not win every game and they can't cope?

    You could just... wait for your MMR to adjust you down to a suitable level.

  • If you have already unlocked a teachable before the patch, then it should be treated the same as if you had prestiged that character once.

    It won't show up under that characters unlocked perks at the top of the bloodweb screen, but they will be in the perk inventories of all other characters at tier 1.

    You can still find the tier 2 and 3 versions in their individual bloodwebs, otherwise yes you will need to prestige that character 2 or 3 times to fully unlock their perks at tier 3 on everyone.

  • Why?

    This seems like an incredibly arbitrary stance to take. Why should add-ons be allowed debuffs but not perks? What's the difference? If anything add-ons should be given more grace in this regard because you're actually spending the add-on, you get one single use out of it, while perks are forever.

    Perks take up a perk slot, so yes, they inherently have a cost. but what if the effects of that perk are too strong to warrant only costing 'one perk slot' and nothing else? You attach an additional cost to them.

    You have Hex Perks, which are strong perks, but they have an additional cost to them, they can be disabled by survivors.

    Likewise, some other perks have an additional cost in the form of a debuff.

  • @MrMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074283#Comment_3074283

    Yeah. We know that the percentage is bugged to be 100% survivor always, but I bet they're nerfing the multiplicative bonuses too. Damn shame.

    Why would you jump to that conclusion?

    When they announced the feature, they specifically said it would give bonuses of up to 100%, so the 100% is not a bug, or an error, it's intended.

    What's not intended is the fact that it didn't change from survivor in 24hrs.

  • @slipttees said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073888#Comment_3073888

    Why? Survivor do all gen, open gates and him are punish?

    this game doesn't need to destroy perks but make the killer stronger.

    Because the killer downs a survivor near an exit gate and literally can't do anything about it. Killers picks them up: survivor uses DS and escapes. Killer leaves them on the ground: survivor crawls out and escapes.

    You haven't won until you've escaped. End game is still part of the game.

  • DS should probably go back to being 5s, but being disabled at endgame is absolutely essential.

  • @Regulus47 said:

    Agreed. If anything killers should be the ones penalised in endgame. They lost, they shouldn't be getting the go ahead to facecamp and tunnel with absolutely nothing that can stop them, completely wasting that survivor's match. But hey they'll probably do it anyway

    End game is still part of the game, no one has lost until the game is over or they're eliminated. Or should we count any survivor who's in the dying state as 'lost' and just eliminate them immediately without any hooks?


    The problem with certain perks at end game, is that they put a killer in a lose-lose situation.

    If a survivor has gotten themselves downed at any point, then the killer has earned that down and has the capacity to attempt a hook, regardless of when this occurs in the game.

    The problem with DS at endgame is that a killer could down a survivor within range of an exit gate (could be as much as 30 meters which is huge), but if they have DS, then they are untouchable. Killer is damned if they do, damned if they don't. They can't pick them up, because the guarantees an escape, and they can't slug them, because they can just crawl out.

  • "This unintentionally buffed a ton of perks that weren't meant to be buffed"

    On the contrary, I'd say these unintended buffs were entirely warranted. A flat 10s increase on generators would have barely any effect if it wasn't for the indirect 11% buff to other regression perks and indirect 12.5% nerf to toolboxes and survivor repair perks.

    Pop for example was nerfed to a point where the 'old' 25% is roughly equal to the 'new' 20% +2.5% on a near-completed gen. While Pain Resonance's 15% is effectively 16.7% compared to what it used to be. This sort of thing is what levels the playing field between different regression perks, making them all viable and breaking the meta.

    If you were to disconnect regression perk effects from the constant of 'generator charges to repair' then every time you review gen speeds you would need to manually go through and adjust every single regression perk to balance it for the new value.

    The only thing I don't really agree with in Thanataphobia's buff, but it's so minor I wouldn't say it's all that impactful on it's own.

  • @ZVom said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073801#Comment_3073801

    we need much bigger bonuses rather than 500 bp. I would say at least 10x of that. 10k BP for first unhook, 5k bp per first hook, 1k for hitting a survivor at least 40m away from the last hook etc.

    That's nuts. The highest score event for anything is 5k and that's escaping. 10k is the maximum of a category, so you wouldn't even feel that 10k as it would be consumed by the category cap anyway.

    This suggestion would award you an additional 2k for doing these tasks, allowing you to max out the Survival/Sacrifice category, and would be multiplied by any other bonuses.

    The point isn't the amount, it's the incentive. These bonuses would be the only way of maxing out those two categories, so anyone looking to make a good score would know they would have to spread out hooks and rescue their team mates.

  • Yes we need these bonuses in the game somehow, even at a reduced capacity.

    @Seraphor said:

    1. Raising the BP category caps from 8k to 10k is great, but it raises an issue. The Survival and Sacrifice categories are notoriously stingy when it comes to what actions provide BP score events for these, pretty much being tailored specifically to optimal performance plus escaping, or getting 10+ hooks and a 4K. Those extra 2,000 BP are going to be very difficult to obtain.
    2. BBQ and WGLF's BP bonuses provided an incentive to play in a fairer healthier way. Spreading hooks out amongst survivors instead of camping/tunneling, and in aiding your team mates instead of leaving them to fend for themselves.

    So, there seems to be a clear solution here. Introduce new BP score events that replicate the effects of the BBQ/WGLF BP bonuses.

    Survivor: The first four times you; unhook a survivor, heal a survivor to healthy, recover a survivor form the dying state, take a protection hit, you score a bonus 500 BP in the Survival category.

    Killer: Each time a survivor is hooked for the first time, you score a bonus 500 BP in the Sacrifice category.


  • We've had a month of warning about these changes. I understand the feeling of 'missing out' but you haven't lost anything by not being aware of them.

  • At least stop putting hooks in the corners of the courtyard. There's nothing worse than making your way to a hooks aura only to discover it's on the other side of the wall and you have a 40m trek around to reach it.

  • Survivors who run towards a hook just as the killer has hooked someone.

    Survivors who run towards a hooked survivor while they're being chased.

    Survivors who loop the killer around the hooked survivor.

    Survivors who leave a 3-gen around a hooked survivor.

    Survivors who team up to flank a hooked survivor, forcing the killer to wait there and bait them out.

    Survivors who get themselves downed by a hooked survivor, leaving the killer with a hook and a slug to defend.

    And finally, End-Game, when all gens are repaired and the killer has no other objectives to chase besides the hooked survivor.


    All examples of camping that are justified and more over, the survivors fault.

    Versus one scenario where it is the killers fault; camping early game when there are no other survivors nearby.


    You want an authentic horror game experience, but you want to give survivors a safe space around a hook where the killer is powerless to act?

  • @ThanksForDaily said:

    This game is so perfect not having dsync, latency, rubberbands, and they decided to lower the time to 0.5 sec.

    Good luck getting perk value 1 out 10 times.

    Old Dead Hard was always 0.5s.

    They buffed it to 1s in the PTB, that was too strong, so they brought it back down to 0.5s.

  • @feng_min_main2003 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073555#Comment_3073555

    I don't care about dead hard, I just don't trust behavior with things like this but I don't expect an entitled killer main to understand that making killers literally unstoppable was a horrible idea.

    3 mintue heals

    1 dead or DCd before 1 gen or maybe even right after 1 bc gen times

    So you're overreacting. Got it.

    You're not going to see 3 minute heals, calm down.

  • @Jinxed said:

    I've played against it a couple times, I don't find it too bad, it's not like it happens every game so it can be fun to have a little something different. My favourite meme build to go against has to be scratched mirror myers though (if that counts as one) every time, those are always my favourite games and now spine chill is nerfed they'll be even more fun.

    *buffed. Spine Chill is buffed.

    Old Spine Chill: Tells you if a killer is within 36 AND facing your direction, but only if both are true.

    New Spine Chill: Tells you simultaneously if killer is; within 36m, and/or facing your direction, and/or the strength of their terror radius, giving you a more precise distance measurement.

  • @feng_min_main2003 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073555#Comment_3073555

    It's not the nerfing of survivor perks it was the buffing of killer perks

    Which ones?

    I haven't seen any killer perk buffs that I'd actually consider using besides Jolt and maybe Lethal Pursuer.

    Maybe if I played Legion/Plague more I'd be chuffed about Thanataphobia, but that's only 2% tops. Pain Res has been nerfed to uselessness (it's now worse than a failed skill check), I never used Ruin anyway so that's neither here nor there, Overcharge is a gen-kicking perk, which still requires you to kick gens and required Call of the Brine to combo with it to actually be useful.

    Most of the other perks are very situational. Coulrophobia? Maybe if you're also running Nurses Calling, I don't.

    And that's the entire point, they're all situational, they're all niche, which means they're not meta, you're going to see a huge variety of killer perks now, not just Ruin-Tinkerer.

    What am I missing?

  • I used it yesterday on Dead Dawg Saloon. Unnerving, Distressing, Huntress Lullaby and Merciless Storm, with purple Calm add-on. It was fine at first until I got around to two survivors who had similarly dirty 'impossible-hook' builds. Unbreakable, Tenacity, Flip-Flop and Boil Over, and refused to leave the top floor of the saloon...

    The gens are pretty damn slow without any direct regression perks, but damn did that game last a long time. They did eventually get 4 gens done simply because I spent so much time dealing with unhookable survivors.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073500#Comment_3073500

    Take that as a terror radius example, it activating in a large area and no longer tells the killer position and what they are doing. It's worse than knowing if they do actually come to you or not, now you have to figure out... you could be running away and them not even coming at ya.

    It's more prediction based now. You predict if the killer is actually coming or just moving past or doing another action in you area but has no business with you (or has no idea you are there). Having it based on the radius strength is just more confusing than anything, it's not easy to discern a color even more when you are in a game and pressured by real time match.

    The buff to speed is good, but that's all

    But you still get a notification if the killer is facing your direction. The buff icon indicating the increased speed.

    Old Spine Chill: Tells you if a killer is within 36 AND facing your direction, but only if both are true.

    New Spine Chill: Tells you simultaneously if killer is; within 36m, and/or facing your direction, and/or the strength of their terror radius, giving you a more precise distance measurement.

  • @feng_min_main2003 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073539#Comment_3073539

    Yeah I'm a 3K hour Survivor, playing since 2017 and I'm considering quitting because of how miserable the current state it is in.

    Also It's almost like you want me to think you play the game on both sides often enough to have an opinion.

    I do, I play a ton of solo survivor, in fact I have more BP invested in survivors than I do killers. I enjoy killer more, probably a better killer than I am survivor, mainly just on the few I main, but I do just fine as survivor and I won't be quitting survivor any time soon.


    Answer me this:

    If the the game used to be skill based when you could win as a solo survivor with no perks.... how does nerfing the perks that you don't use anyway, make the game less skill based?

    It's making it more skill based, because now survivors don't have crutch perks to artificially extend chases.

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073361#Comment_3073361

    I'm sure you'd say the same if bloodlust was removed instead of getting buffed

    Bloodlust didn't get a buff. Bloodlust 1 doesn't trigger any earlier, and nobody ever hits 2 or 3 anyway.


    And Dead-Harder is absolutely correct. If the OP boasts that they used to be able to win games without perks because the game was "skill based", but that nerfing the perks they don't even use somehow makes the game less skill based... I don't know how to respond to that...

  • Do you know what 'Dead Hard for distance' means?

    You either use it or you don't, there's no faking involved, if you fake it... the killer has no idea and nothing changes...


    "I rarley ever see survivors complain but killers do nothing BUT complain."

    Literally been nothing but survivors complaining about this patch for the past few weeks. They're all threatening to quit the game.


    Its like you're trying to be utterly incorrect about everything.

  • @Nazzzak said:

    In some ways the change is actually kind of a benefit to solo survivor teams. There's plenty of SC users who would immediately jump off a gen and run if SC went off, even if the killer was ages away, which inadvertently helped killers by ensuring less time was spent on a gen. Now it goes off when the killer is within a certain range of the survivor, so the survivors are no longer prematurely leaving the gen.

    Spine Chill always had a 36 meter range.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073450#Comment_3073450

    https://us.v-cdn.net/6030815/uploads/5HKV54XIYRTK/image.png

    this COULD be good, but it's a straight nerf. Not as powerful as it was, I will look forward for this perk now... still an interesting change

    You're looking at the wrong part.

    "Get notified when the killer is within a 36-meter range."

    The perk lights up when the killer isn't even in terror radius range, and it doesn't matter if they're looking at you or not. That's better than the old effect, when they had to be looking in your direction. Also the speed boost lasts longer as it lingers for a few seconds after they turn away. It's a straight up buff in every aspect.

    It has an additional effect of providing a visual indication of terror radius strength as well, but that's superfluous information designed to help hard of hearing players.

  • @feng_min_main2003 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073449#Comment_3073449

    The game was not Survivor sided, literally it was skill based, me and my freind went into games without perks in solo que and still won but the buffing of killer perks had made it a struggle to win with even 4 perks.

    colourphobia, unnerving presence and sloppy butcher can make healing take 3 minutes

    A bubba with thanat, dying light and dead lock can face camp someone to death before 2 gens pop.

    Decisive strike is a joke

    Dead hard is a joke

    Off the record is a joke and not only did they make killer weapon clean speeds quicker but pallet breaking too

    Tunneling a survivor has never been easier and camping them even easier.

    You could fake dead hard and wait out DS, those perks were not that hard to outplay, you're only showing your ignorance as a killer and dbd player in general.

    You went into soloq games with no perks, still won, and don't think the game's survivor sided? Those mental gymnastics!

    Throw in Dead Hard (75% use rate!) as a crutch to absolve any mistakes and double every chase, and there was absolutely no doubt that the game was survivor sided.

  • They didn't say that was coming in this midchapter patch. That, along with seamless menu switching that will allow you to use the store and the archives while queuing, and the ability to set a survivor and killer challenge at the same time, were on the roadmap to be added within the next year.

  • @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3072329#Comment_3072329

    • When you search a Locker, the Auras of all Survivors within 8 metres of any Locker are revealed to you for Several Seconds.

    you can't be serious

    Try it, on most maps you'll almost always hit someone within 8m of a locker. Survivors have no warning you're about to use it, unlike BBQ which announces it's about to ping everyone, giving them all a chance to hide from it.

    Not so good on swamp maps, but literally unavoidable on Midwich, where the killers 40m radius would cover most of the map anyway.

  • This is not an airport, you do not need to announce your departure.

  • He will be remembered by his progeny, Dab Hard.

  • @ThatOneDemoPlayer said:

    Survivors have 16 Perks, the Killer has 4.

    Having a Killer Perk with 2 effects isn't the end of the world

    And yet Pain Resonance...

  • @tendyhands said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070872#Comment_3070872

    Yeah knowing where people are right after you unhook is so trash lol. It's funny because I see high level killers running it while maxed on bp but all the casuals think it's "worthless".

    Unhook? So you're talking about Floods of Rage?

  • I don't know about any of that, but I play on PS5, so it literally did.

  • @brokedownpalace said:

    It always makes me laugh when someone claims they only used BBQ for the bp. Like unless you literally close your eyes for 4 seconds after unhooking someone, that's obviously not true.

    Just because someone is 'only using it for the BP' doesn't mean they can't take advantage of the effects it does have, even if they're not their first choice.

    BBQ is still an info perk, BP or no BP. It has a beneficial effect. But survivors deludedly afford it far greater prestige than any killer would simply because they always see killers using it. (and it paints any survivor complaining about it with a giant neon sign that says "I have never played killer")

    BBQ as an info perk is one of the easiest for survivors to counter. It is very clearly telegraphed by the fact that you can see a survivors aura when they're picked up, and you see the location bubble when they get hooked. This allows survivors to time their locker dives, get within 40m of the killer, or hide behind a gen at exactly the right time and wait there for 4 seconds. Completely negating the perk altogether.

    Other info perks aren't so easily countered.

    You don't know when another survivor on the other side of the map is about to finish a gen and trigger Bitter Murmur.

    You don't know when a killer is slamming lockers open in order to evade Darkness revealed.

    And you can only guess and bargain that the killer nearby you isn't running Nurses Calling or that the killer chasing you isn't running I'm All Ears.

    Survivors don't care about these perks, despite them having the same, or greater effects, purely because they're not arbitrarily classed as 'meta' due to some incidental secondary effect.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070270#Comment_3070270

    Per the patch notes

    • Spine Chill Reworked: Get notified when the Killer within a 36-meter range. If the Killer is within range and is looking at you with a clear line of sight, your speed while repairing, sabotaging, healing, unhooking, cleansing, blessing, opening exit gates and unlocking is increased by 2%/4%/6%. The effects of Spine Chill linger for 0.5 seconds after the Killer looks away or is out of range. Spine Chill's icon indicates the strength of the Killer's Terror Radius. 

    Notice that it lights up if the killer is within 36 meter range, no exceptions. The only thing that changes due to terror radius is the special indicator showing terror radius strength, but that is independent of the 36 meter radius notification. Also line of sight is only for activating the action speed bonus, even if the killer doesn’t have line of sight the survivor is still notified if they’re within 36 meters.

    Then that's a bug.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070515#Comment_3070515

    No one even said BBQ is overpowered. Overused, yes. But its power has always been questionable at best

    If it's not OP what's the problem?

    How about this: If BBQ is so "questionable", how come survivors never complain about Bitter Murmur, Nurses Calling, I'm All Ears, Darkness Revealed, etc.?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070479#Comment_3070479

    That isn’t the point being made really. It’s more that a certain group of people lied for years about why they used a perk.

    Not really... BBQ is not an OP perk. That was always the case, but it was the 'info perk' of choice because it had a BP bonus. Now it doesn't, other info perks can fight for that slot.

    BBQ has many drawbacks. Survivors can evade it by jumping in a locker, or hiding behind a gen, and they can time it perfectly because every survivor is acutely aware of when it triggers. Most other info perks don't have these problems. Survivors don't expect Darkness Revealed, and even if they do, they can't time it from the other side of the map, and it doesn't allows for gens to obscure the aura either because it doesn't detect survivors by gens anyway.

    I'm personally using Thrilling Tremors instead.


    There may still be a lot of killers trying BBQ, because of the synergy from Lethal Pursuer. Or simply because of old habits, because checking around after a hook might be second nature now. Still, as a survivor, you WANT killers using BBQ as their info perk of choice, because the alternative is killers may feel helpless if they can't locate other survivors after a hook, so they end up camping instead.

  • @tendyhands said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070479#Comment_3070479

    You can't tell the difference between not camping and giving the killer info on exactly where everyone is? Ok yeah that makes sense....

    Sure. And survivors can just not run any perks too. That sounds fair.

  • You can still unlock perk tiers individually via the bloodweb. So yeah, you probably already Self Care on Mikaela.

  • @tendyhands said:

    Killer mains kept saying bbq was only good for the bloodpoints. Why are so many killers still running it then? Weird it's almost like being able to see where every other survivor is is useful info! But yeah no need for nerf or anything.

    You're absolutely right, there's no need to nerf it, because getting the killer away from the hook is a healthy effect that survivors want in the game.

    You cannot complain about BBQ, and complain about camping. Pick one.

    But no, BBQ alone is not a particularly strong perk without the BP, it's now merely on par with some other aura perks, such as Darkness Revealed or Bitter Murmur.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070278#Comment_3070278

    He's talking about three tiles all spawning close together

    Allowing survivors to daisy chain them together without using the pallets until they really need to

    Oh that makes sense. This is clearly Father Campell's Chapel.

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