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Seraphor

Seraphor

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Seraphor
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  • Don't need to nerf Keys anymore, they need to nerf Hatch spawn conditions.

    There is no need for the Hatch to spawn when there are multiple survivors still alive and gens still left to repair. That just enables survivors to bypass their objective and escape for free.

    Just have it spawn after all gens are repaired, or when there's only one survivor remaining in the trial.

    Repairing all the gens earns them the hatch escape. If they have a key that gives them three potential exits instead of two, that's still a huge tactical advantage.

    If there's only one survivor left, they deserve a chance at an additional escape route, because of how difficult it can be for a lone survivor to open a gate when the killer has nothing to do but patrol them.

    But when the killer is busy patrolling generators, and there's two survivors in the trial who can still work those generators, if it comes to it having one distract the killer while the other repairs... but they just suddenly instantly vanish with nothing the killer can do about it...

  • If he was close enough that you didn't have a chance to snap out of it, he was likely going to find you anyway.

    I play a lot of Doctor, and it's still possible to lose survivors in Tier II because the illusionary Doctors are only a snapshot of where the survivor was a few seconds earlier. A good survivor can still sneak about and hide from the killer. Of course if he's got another Static Blast ready to go he could find you that way, but lockers exist too.

  • You need to say what time of day these matches occur.

    If they're off peak, then the matchmaking is doing it's best.

    If there's 50 survivors queuing at that time and 5 of them are red ranks... guess where the fifth one is going.

  • Yeah, no changes to hitboxes or desync have been made. You just faced a laggy Huntress.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2170821#Comment_2170821

    Sorry, but that's not realistic. That'd mean that every survivor did nothing to try to remove the RBT. And if such a thing were to happen, at that point, it's really their fault.

    https://forum.deadbydaylight.com/en/discussion/comment/2170871#Comment_2170871

    The numbers may need some tweaking, sure. However, in my experience, it shouldn't take much longer than 30 seconds to find and search a Jigsaw Box.

    https://forum.deadbydaylight.com/en/discussion/comment/2170919#Comment_2170919

    Instead of RBT timers decreasing with each one that successfully goes off, they should decrease with each one successfully removed, but not by 30 seconds that's a bit too much.

    As I mentioned to @TAG, 30 seconds is more or less the time it should take you to find and search a box. However, it would be more or less the same. My goal is to make the traps deadlier without becoming too powerful.

    Nope, I've done everything I could to remove my RBT and failed, because I had to go around to all four boxes and didn't make the last one.

    So the first person does that, then the next one with 30 seconds to spare who is just about to get theirs off... pops instantly, and the next one who had a minute to spare... pops instantly.... and then the last one who had 1 minute 30 left on their timer so they weren't in any hurry... instantly pops.

    Even if that only happens to two people and not all four, it's unacceptable. You're doing everything you can to get your RBT off, the first three boxes were duds, you're on your way to the last one, you have just enough time and the Pig isn't in your way so you're going to make it. Another survivor fails to get theirs off, dies, and so you do, through no fault of your own.

  • Instead of RBT timers decreasing with each one that successfully goes off, they should decrease with each one successfully removed, but not by 30 seconds that's a bit too much.

    Also I think she should get an add-on that changes the activation trigger from 'gen completed' to 'unhooked'. So you put a hat on them, stick them on a hook, and then the moment they're rescued it starts ticking down. This would be instead of any substantial timer decreasing add-ons, probably instead of the one that removes box auras too as that's way too evil, and it would make her power valid in the end game after the final gen is repaired.

    If combined with the 'jigsaw boxes get used up' nerf, this wouldn't be too overbearing. You'd likely only have one box to go to, which would counter act the fact that there's no gens left to defend, and that the timer will be starting automatically on unhook.

    • For each survivor that dies from an RBT, the timer on every RBT, including the ones that haven't been used yet, is decreased by 30 seconds.

    This is insane. You could have all survivors instantly pop in unison if played right/wrong. Imagine if you managed to get a RBT on each survivor, roughly 30s apart from each other. One pops, then the next, and the next, and the final one, all within a few seconds of each other.


    Each jigsaw box when used becoming inactive is a great idea though.

  • @ILikeBonez said:

    Nah - remove Emblems and category BP caps; but keep match cap of 32,000.

    Make pips based on BP earned once more.

    <10,000 - De-Pip

    10,000 to 14,999 - Safety

    15,000 to 24,999 - 1 Pip

    25,000+ - 2 Pips.

    Stop punishing players who might be really skilled at one aspect of the game - or really good at getting one particular task taken care of during matches, such as 'really good at knocking out generators without being found and ran off by the killer'.

    ----

    That, or just remove ranks all together when MMR comes out (if it ever freaking does). Keep Emblems for the players that just 'need to know' how well they played by the Dev's preferred playstyle and rules.

    Pretty much this. Give a bonus for excelling in one area to make up for the complete lack of progress in another. Survivors can't always be expected to get 2 gens, 2 unhooks, 2 minutes of chase with stuns and also not be found for the first 2 minutes of the game. It doesn't work out like that, especially if someone's getting camped.

  • Nine pages with approximately six empty spaces per page?

    Add in about 30 Bloodpoint bonuses, of about 500-1000 each.

    About 20 Iridescent Shard bonuses, about 20 each.

    Then top it off with 4 Auric Cells, 25 each, one on each of the final four pages.

    That's 15k-30k BP, 400 IS and 200 AC, for completing the rift. It's barely anything, but would make it feel a little more worth doing.

    I get they want to encourage players to actually buy the rift pass but if they did this, more people would be inclined to actually complete the rift anyway, and once completed, it would be more appealing to buy the pass, because you'd know you've got your monies worth.

  • A few great ideas.

    Blocking gens as an add on however probably wouldn't happen. I don't think they want base kits to have effect gen pressure, and it's essentially making his own perk Thrilling Tremors superfluous to him.

    I also think Furtive Chases obsession swapping mechanic is a healthy anti-tunnel incentive, so while a buff would be great, I wouldn't lose that.

    And again, you've made his own perk useless on him, as he can just shroud after a hook.

    Lol at teleporting between lockers.

  • Tunneling isn't strictly "fair" for the survivor on the receiving end, but it is very much part of the game.

    You're not obligated to play fair, that's your call.

  • @Mushwin said:

    My hubbie said near the f word, like fudge but we all knows what the means lol

    How... old are you?

    You mention a husband but you don't sound a day over 12.

  • I think Hex perks in general need to be reworked, into perks that have up to 5 active tiers and which tier it is depends on how many totems remain uncleansed. That way, they're not 'all or nothing' deals that are either way too OP or completely wasted.

    NOED could be reworked quite well in such a system, into something like:

    When the final generator is repaired, NOED gains tokens equal to the number of totems uncleansed. Any successful hit will consume one token and put the survivor into the dying state.

  • "Too much info by way of working out killer perks."

    You could do this via Distortion already. Distortion is arguably better because you learn what aura perks the killer has while remaining hidden from them. OoO doesn't have this, it makes you a target.

    "You know where the killer is."

    Only when the killer knows where you are.

    "That's why undetectable is a thing."

    And it still is a thing. If you're undetectable, the survivor can't see your aura. It completely breaks OoO. You get to see the survivor, survivor can't see you, and they don't know what aura reading perks you have anymore.

  • @Phasmamain said:

    Nope even with Franklin’s they will stay until the match ends

    This isn't true.

    Items 'knocked out' by Franklins will eventually despawn, and the killer can tell when by the colour of that items aura. It's after 150/120/90 seconds depending on tier.

    Any other items however, if dropped manually, or revealed from a chest, will stay there permanently.

  • @53nation said:

    https://forum.deadbydaylight.com/en/discussion/comment/2168544#Comment_2168544

    Were you able to transfer your ps4 progress to ps5? Or did you have to start from scratch?

    I'm on ps4 pro atm and it doesn't give me too much of a problem. I've even been playing cyberpunk.

    It transfers because it goes by PSN account. You'll keep all of your unlocked DLC, cosmetics, and bloodpoints.

    Though the best thing to do in general is use the transfer data option when setting up the PS5. Just have both your PS4 and PS5 on and it will copy all of your save data over. Not sure if that actually benefits DBD at all, but for any other games it's useful.

    You then want to download the PS5 version of DBD, as it's also possible to play the PS4 version on the PS5, so don't get them mixed up. (if you do, the only thing is that you'll be playing with lower graphics settings and possibly locked in to a lower framerate, but there's also a weird thing where swapping between the PS4 and PS5 versions of DBD will mess up your daily rituals and you end up with different ones on the same day or lose them entirely)

    The only thing that doesn't transfer is trophies (because it's technically a different game) so you'll be starting from scratch there.

  • This would all be inconsequential if the hatch spawn conditions were changed to just:

    1. When all 5 generators are repaired.
    2. When only one survivor remains in the trial.

    All of the bullshit hatch escapes are the ones that happen when there's still gens to repair. How are you supposed to deal with that as a killer when you're trying to defend gens? How is it that you can be playing well as the killer, and have eliminated 2 of the survivors at 3 gens, and then suddenly the remaining 2 survivors vanish off the face of the earth?

    Make survivors earn the hatch by completing all the gens, or give the last remaining survivor a final hail mary in the face of otherwise certain defeat. Nothing inbetween.

  • Nope, you can jump straight to the most recent tome. It will still award you with rift fragments for completing them, even if it doesn't show anything before.

    I save the old tomes for when I'm finished with the current active tome, or when there's no rift active.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2165178#Comment_2165178

    ######### does this have to do with "defending the hook"?

    I want to punish people who run up and unhook me in the killer's face. What the hell are you on about?

    The killer wants you to give up and die. You're only making the killers job easier and hurting your fellow survivors. Not all of them are farming you for points, two are off doing something else, and even the one who is trying to rescue you right in front of the killer may be naïve enough to think they're actually helping.

    All in all, getting farmed doesn't hurt you any more than just dying on hook anyway, so why not let yourself get rescued? There's a chance, albeit small, that you'll escape.

  • PS4 for me was sluggish, low frame rate, graphics were ok, but the main issue is that my PS4 tried to launch itself into orbit whenever I played the game.

    Switching to PS5 was such an improvement, it's virtually like playing on PC. Full 60FPS, silent running, not the slightest issue with the game now.

  • There seems to be some strange ground textures, and a lot of hedges aren't loading in, don't even have collision.

    I don't know if there's some asset conflicts with the new Coldwind maps or what, but I'm with the camp that thinks the lack of 10 foot tall hedges is actually an improvement, just fix the ground textures.

  • TRICKS OF THE VOID (Survivor Perk)

    Your experience with the entity seems to have granted you some favour with it, or perhaps it’s just playing with its food, either way, take advantage of this small window of opportunity.

    When hooked on a non-basement hook, your first attempt to unhook will no longer have a chance of escape, but will instead transport you to another random non-basement hook on the map at least 32 meters away, breaking the hook you were originally placed on for 15 seconds. Escape attempts consume an additional 60%/50%/40% of your life bar.


    MYSTERIOUS RUST (killer perk)

    A strange form of corrosion appears to affect the metal objects around you, and grows stronger with your own tenacity.

    When hooking a survivor, all Generators not being repaired automatically regress at 100%/150%/200% of normal regression rate for the next 60 seconds. All generator regression is paused when you are within 32/28/24 meters of a hooked survivor.

  • A 4k with few hooks doesn't feel like an accomplishment, it feels like the survivors were bad, rather than I was playing well.

    I'd take 2-3k with 8-10 hooks over a 4k with 4-7 hooks.

    So long as I get the four stacks of BBQ and 30k or so bloodpoints I'm happy.

  • Eh, a colour/texture change would be enough for me. You still want to be able to quickly visually identify a 'pallet'. But a colour scheme for some different realms would be cool.

  • It might not be super strong, but it's a massive improvement over the old OoO.

    It was useless for solos and OP for SWFs.

  • The point of challenges is to get players to play both roles. If more people play killer, the ratio of survivor to killer will be better, leading to better queues and more accurate matchmaking. Better matchmaking = better killer experience.

  • Frankly if they don't consider the 240 seconds it takes to bleed out to be holding the game hostage, then they could probably make it a lot closer to that.

  • I think you shouldn't be limited by how much you can stalk one survivor, or at least have it slowly fall off so that you can have more room to stalk the same survivor later on in the game.

    You're lucky if you can get 2 downs with Tier III Myers, and considering you need 12 hooks, that only accounts for 8 downs in the best case scenario.

    Then there's cases where you hook a survivor you haven't stalked yet, and they die on hook, so you lose 1/4 of your power.

    Basically you always run out of Tier III long before the end of the match with no way to regain it.

  • @Uotsumi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2166587#Comment_2166587

    So, what's the point of that story you're so adamant about?

    Am I exaggerating, or are you trivializing? So?

    ???

    What?

  • Hatch should only spawn under 2 conditions.

    1. All five generators are repatired.

    2. Only one survivor remains in the trial.


    Also Mori's should offer a higher bloodpoint score than hooks. Then they might be worth using the offerings.

  • There's still the acheivement for all four survivors escaping through the hatch.


    I think they just need to remove the "number of gens completed equals survivors +1" thing.

    Just have it as a flat "all 5 gens" or "last remaining survivor", nothing else.

    That will eliminate the most frustrating scenario. 3 gens done, 2 remaining survivors, who just vanish.

    Survivors can still all escape through the hatch, they just have to complete all the gens.

    The hatch should be an alternative exit, not an alternative to repairing generators.

  • They just need to make the corn a little shorter. That way you could see survivors stood up, but not crouched.

  • Why not just give survivors a gun to shoot the killer? Right?

    Of all the stupid suggestions.

  • @Uotsumi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2166369#Comment_2166369

    In fact, those ranges function in a spherical shape.

    I find it easier to understand how ridiculously sized areas are deployed if I think in terms of the diameter of the sphere rather than the linear distance to the center point.

    It seems to me that the development team underestimates aura reading abilities, so they tend to make those add-ons without thinking it through.

    If necessary, devs should review them as well.

    Right...

    1. Good for you I guess? You could try measuring it in yards instead of meters too, makes the numbers even bigger! Fact is it's a radius measured from the center. That's the most useful way to think of it. If you need to be within/outside a certain distance from something, you only need to know the distance between you and that 'something', the distance on the opposite side is inconsequential.

    2. There's nothing wrong with the distances as they are. Not even if you want to measure it in *centimetres*.

  • @TheArbiter said:

    Why do people keep wanting to nerf a perk that discourages camping??????

    They're newbie survivors who play immersed in map corners and then have a tantrum when they get found right away.

    Anyone who's played the game for a sufficient amount of time knows that BBQ is the healthiest perk in the game, it's the most effective anti-camping and anti-tunnelling perk in the game, and it only gets used so much because of the double bloodpoints effect, which was likely added specifically because they wanted to encourage killers to use this healthy perk.

  • @Uotsumi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2165894#Comment_2165894

    It doesn't stack with itself. The potential caps at 32

    32m is the radius.

    When Open Handed and Kindred are combined, the range to reveal the killer's aura is a 64 meter diameter sphere.

    it usually only hurts you for as long as you actively guard the unhook.

    No, it's not limited to that. That's why I said "excessive".

    Also, sacrificing/killing the survivor is important for the killer to win the match.

    This is because in 1vs4 situation, the Survivor side has the advantage.

    Therefore, it is the right play to guard the unhook to progress the sacrifice phase when necessary.

    Why exaggerate by using the diameter when everything in the game goes by radius?

    It's a 32 meter radius, for TWO perks. That's fine.

    Besides, killers can do very similar things. In fact lately I've been maining Doctor with Distressing and Calm add-ons, and I don't know how big that makes his TR, but it's considerably larger than 40 meters... that's an 80+ meter diameter to you.

  • @Sunbreaker7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124438#Comment_2124438

    Never in my life of playing this game for 4 years have I seen anyone using Detective's hunch. Also, triggered much? Take a chill pill dude.

    Detectives Hunch is used more than Small Game.

  • Matchmaking can only do so much when there aren't enough players to match you with.

    If there's 40 red rank survivors queuing and only 5 red rank killers, then 5 lower rank killers are going to go up against red rank survivors.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2164482#Comment_2164482

    All of survs meta perks are related to escape from chases and some people still say killers are not overpowered LMFAO.

    Well that's simple.

    The killers objective is to catch and sacrifice survivors. The best perks for a survivor will therefore be to prevent the killer completing their objective. = prevent capture and sacrifice

    The survivors objective is to repair generators and escape. The best perks for a killer will therefore be to prevent the survivors completing their objective. = prevent generator repair

    Neither means either one is 'overpowered'.

  • Gen rushing is survivors playing optimally to repair gens as quick as possible. Usually involves no more than 2 on a gen, working two gens at a time, and using perks and/or toolboxes, ideally with BNPs.

    It is most definitely "a thing" just as much as camping and tunnelling are "things". The issue is that none of those things are necessarily "bad", they are simply strategies/tactics that have their own pros and cons.

  • Nah, forced voice chat is not an answer. I don't want to have to use voice chat with random people, and I'm on console using discord with my friends so having multiple chat streams isn't an option either.

    But you're on the right track. Buff solo's capacity for coordination closer to that of a SWF, and you level the playing field enough to adjust balance in favour of the killer at higher skill levels.

    1. Survivors can view each others perks and item loads outs in the lobby, so they know the capabilities of their team mates.
    2. Survivors can press a button to trigger a pre-set map-wide message, something like "Killer is here", "Coast is clear", "Help me", "Leave me". In addition, have this 'ping' in their direction so you know where the message is coming from. Maybe with a 30s cooldown.
    3. Make the 'Glass Bead' add-on a default mechanic of all maps.
    4. Make something 'like' Kindred/Empathy/Bond a basekit feature. Perhaps you can hold down a button to trigger 'Survivor Instinct' which gives you a general direction that each survivor is in via the 'heartbeat' graphic of Killer Instinct. Give it a cooldown obviously. This wouldn't be an aura so not technically as strong as Kindred etc.

    None of these things would buff SWFs, as communication via comms does the same thing. But it will bring solo players up closer to the capabilities of a SWF.

    Once Solos are closer to SWFs, other balance changes can be made, like reducing gen speeds or whatever is necessary.


    As for the "fifth perk slot for killer" idea. I think this could work IF it was restricted only to Hex perks, and was the only way to use Hex perks. So that every game would come with just one Hex. This would require an overhaul of the Hex perk system though, and require them to be balanced in a way that wasn't too OP, considering it's effectively making one Hex per game a basekit tool, but at the same time, Hex perks would scale with the number of totems uncleansed, so they're no longer all-or-nothing. I have some ideas for this too:

    Hex: Blood Favour - Pallets are held in place for 4 seconds for each uncleansed totem (20 seconds max).

    Hex: Crowd Control - Vaulted windows are blocked for 2/3/4 seconds for each uncleansed totem (20 seconds max).

    Hex: Devour Hope - Maximum number of tokens you can have is 1 + number of uncleansed totems. Haste effect is available with just 1 token. (much easier to remove the exposed effect, but the haste will persist)

    Hex: Haunted Ground - A survivor becomes Exposed when they cleanse a totem, Exposed status persists until they cleanse another totem. Gain an audible notification when a survivor becomes Exposed. (individual comeuppance for potentially longer duration instead of all survivors)

    Hex: Huntress Lullaby - Maximum number of tokens you can have is 2 + number of uncleansed totems.

    Hex: No One Escapes Death - Gain 1 token for each uncleansed totem when the last gen is repaired. All survivors are Exposed while you have at least 1 token. Putting a survivor into the dying state consumes a token. (Generic Perk)

    Hex: Retribution - When a totem is cleansed you see the auras of all survivors for 3 seconds for each uncleansed totem (12 seconds max). You gain Undetectable for 6 seconds for each uncleansed totem.

    Hex: Ruin - So long as you have at least 1 totem, generators automatically regress and cannot be kicked. Each additional uncleansed totem increases regression speed by 25% up to a maximum of 200%. (Moved to be a Generic Perk, the Hag gains a new perk to replace it.)

    Third Seal - No longer a Hex Perk. Survivors hit with your basic attack suffer from Blindness for 60/75/90 seconds.

    Hex: Thrill of the Hunt - Effect remains as long as there is any one totem standing. Increase the bloodpoint bonus to 20% per token for ALL categories. (Generic Perk)

    Undying Hex - No longer a Hex Perk. The Aura of any survivor working on a totem is revealed to you for 2/4/6 seconds. When your final totem is cleansed, another random totem will be rebuilt once per trial.

    Hag’s replacement for Ruin - When a survivor is rescued from the hook, they are cursed for the next 45/60/75 seconds. When repairing a generator, any good skill checks result in 5% regression and any great skill checks result in 1% regression. Only one survivor can be cursed at any time.


    So this way, Hags triple Hex situation is fixed, and there are three generic Hex perks to choose from. NOED (token based), Ruin (varying regression speeds) and Thrill (better BP bonus).

  • I don't understand why the weapon is tied to the Look-See skin, or for the Mordeo for that matter.

    As far as I'm aware, there's nothing about an electrified wrench that has anything to do with the Look-See, it's a unique model for the Doctor, so why not allow you to swap it out?


    Other than that, all that's missing is the Sunny Family Cult for the Legion.

  • Lucky Break, Inner Strength, Quick and Quiet.

    You're welcome.


    Imagine using Self Care...

  • It's hard to say as all I'll use from now on is the Look-See skin.

  • That's literally just Undying, you want to make Undying basekit... which honestly might not be an awful idea given how Hex perks are all or nothing. But then Undying would have to do something else or something more.

  • Please play killer and use BBQ & Chilli.

    BBQ isn't an OP perk, it's has SO MANY counters, and when it does work, it gets the killer away from the hook. It's an anti-camping perk, which makes it a healthy perk.

    The reason BBQ is used in 9/10 games is because it doubles your Bloodpoints. Not because it's a strong perk.

    In custom matches, or when I'm just not fussed about the bloodpoints, I'd much rather take something like Thrilling Tremors over BBQ. It's really not that strong.

    If you keep dying because you keep getting spotted via BBQ, then I suggest you and your three friends learn how the perk works, and learn to expect it and work around it. In other words, git gud.

    1. Get in a locker when a survivor gets picked up.
    2. Hide behind a generator when a survivor is hooked.
    3. Make sure you're close to the survivor who is getting hooked. (this allows you to go in for a hook rescue as well, and 40m is quite a generous distance)
    4. Start running in the opposite direction you want to go in, when the hook notification has vanished, turn around and walk the way you want to go.

    All this topic has done is announce how ignorant you are as a survivor and a killer.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2159946#Comment_2159946

    you know in golf when you're clearly better than your opponent you get what is called a "handicap"

    Several other sports events also offer handicaps to make things fair.

    It's not unreasonable to suggest SWF should get some kind of handicap. I mean afterall SWF gets a free fifth perk to compensate (comms)

    it's not that they are being punished for being SWF it's that comms is clearly unfair and punishing to killers and something needs to be done to make comms fair.

    It's entirely appropriate for a handicap in competitive games, when one side as a definite advantage over the other.

    Casual DBD matchmaking isn't that competitive game however. 'SWF's are not all made equally, some may be a rainbow of ranks and skills, and are simply friends having fun, going up against sweaty tryhard killers who are expecting the elite commando SWF.

  • It depends entirely on the skill of the players.

    At a low skill level where the gameplay format revolves more around stealth and safe plays, it's very killer sided, because the killer has nothing to fear.

    At a higher skill level, there's more room for survivors to grow and improve their skill, mastering loops and memorising tile formats, etc. There's four survivors who can all improve in skill, and make more risky but rewarding plays. Whereas there's only one killer, who can only improve in terms of 1v1 plays, and can't compete with three other players also improving in skill.

  • So something like:

    2 players in the dying state = Everyone recovers 10% faster.

    3 players in the dying state = Everyone recovers 20% faster.

    All 4 survivors on the ground = All recover 40% faster.

    All survivors on the ground for 45s = survivor who has been down the longest gets a free 'Unbreakable'.

  • Undying.

    I know it's not as good as it used to be, but I don't have Blight and it's the only teachable from a killer I don't have that I want.

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