SkeletalElite
SkeletalElite
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If you are playing to win, you should almost always be tunneling at least a little and getting your first kill on the 4th or 5th hook
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Remember, They put BBQ on the shrine once shortly after bubba was released in week 44 of 2017 and it never came back to the shrine again until week 17 of 2019.
There's a reason they nerfed every slowdown perk apart from the ones on licensed killers and overcharge. Overcharge, being a weaker version of Call of Brine.
Thana, pop, ruin, DMS, Pain res all got nerfs even if they were buffed temporarily because they wanted people to buy licensed content for perks.
The only slowdown perk that escaped the nerfs was jolt and penti and even then jolt is only good on a handful of killers and is typically a worse option than the paid perks regardless.
And penti needs a paid perk (plaything) to reach the peak of its effectiveness.
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Because it's unenforceable and avoidable
use a delay and use anonymous mode.
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IMO CoB shouldn't have info as a part of it, Overcharge shouldn't stack with CoB, and Eruption should block the affected gen for 15 seconds instead of applying 25 seconds of incapacitated to the affected survivor.
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If someone is playing this way you lose even if you escape, the best thing you can do is have some respect for your time by letting yourself be hooked and going next
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time limit is 5 minutes after egc has ended or 1 hour total whichever is sooner
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bhvr will only ban for 2 killer exploitd and bloodweb/prestige exploits
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292241#Comment_3292241
-"Okay, if it's a problem you can nerf gens again. The game should not be balanced around Early Elimination."
Does that same line of thought extend to the killer's generators? Again : if we had base corrupt or Deadlock it would largely prevent the thought process : I am behind and need to tunnel to catch up.
Kills do not tell the whole story in terms of balance. We have been saying this for years. When do the hooks happen? When do the gens finish? What was the order of survivors getting hooked? When do the kills happen between those events?
Without those answers the # of kills in a vacuum is meaningless.
I sincerely doubt that nerfing survivors will do anything to stop tunneling or camping.
People do not tunnel and camp because they feel like they have to they tunnel and camp but because like water people are going to follow the path of least resistance. That is the path of least resistance.
That was the entire point of nerfing ruin and pop and pain res while increasing gen times to 90 seconds, and decreasing the distance gained on hit. Making killers not need to play as brutally to win. Guess what. The best way to play is still to put on 4 slowdowns and get your first kill at 5 hooks or fewer.
Deadlock is probably the worst perk you can make basekit. That is THE go-to slowdown perk for early elimination based strategy. Camping someone out as Bubba? Put on deadlock to buy more time to get em dead before all the gens are done. It is totally passive slowdown that works even when the killer isn't doing anything at all to pressure survivors other than the one they're trying to eliminate early.
Kills not telling the whole story is the exact reason some of the hooks should be made to a team pool. It reduces the difference between completely optimal play and mr nice guy 12 hooks plays dramatically. Mr nice guy play will give you first kill at 9 hooks, optimal play gives your first kill at as low as 3.
Taking away 1 personal hook state from each survivor and making them team shared now makes the difference between mr nice guy and optimal 9-6 rather than 9-3.
By brining those 2 numbers closer together, it's much easier to balance the game in a way that accommodates both people.
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i hope not
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Pain res is fine because it is predictable and causes 13.5 seconds of regression and hits a single generator.
Eruption is not fine because it is not predictable and provides 10% (9 seconds) of instant regression, 24 seconds of incapacitated that could have turned into 24 seconds or 26.666% of a gen and the gen regresses for that 24 seconds which makes it lose another 6 seconds of progress (6.666%)
That totals up to about 39 seconds of wasted time for every single affected generator.
Frankly a generator that is hit by eruption and doesn't have a survivor working on it isn't going to fair a whole lot better most of the time. It usually doesn't have someone to stop it from regressing now that it exploded and is going to keep regressing. It probably also didn't have someone to stop it from regressing when he first kicked it so it regressed for longer then too, since most survivors wont just tap a gen then go to a different gen.
The 24 seconds incapacitated effect should change to a 15 second gen block. That way it doesn't regress for the time it is blocked (but will regress after it unblocks)
That would bring it to 9 seconds lost directly, then prevent new progress compltely even against SWF who can counter the scream for another 15 seconds. Resulting in consistent 21 seconds progress loss per affected gen. Still has synergy with kicking perks. Still one of the best slowdowns. Still stronger than pop goes the weasel ever was even at its peak since it provides 1 additional second of wasted time and also affects multiple gens.
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blight always and forever
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When looking at a user's comment history the "more comments" button is a very similar color as the background, I only found it because when I hovered it, it highlighted and changed colors
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/357750/why-isnt-twins-killswitched
Out of like 20 games I had recently with twins. I got the bug exactly 1 time. It's not that common. Even if I know about the bug, I still want to pick her and play her. Killswitch should be for things that make the killer really unable to play (or play against). This is not it
Okay but the same could be said about the nurse bug. just don't get a grab and you wouldn't be stuck. They still decided she should be kill switched, but twins where the bug is just random afaik isnt?
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For reference
Peanits says it's "usually doctor ... shocking gens to keep everyone in madness 3 and stall the game..." but it's not limited exclusively doctor. Any effect that prevents you from repairing generators if used in such a way that the survivors can't actually finish the generators can be considered holding the game hostage in extreme situations. ie. Using your power on knight or legion to constantly force survivors to spend time not repairing while simultaneously applying infinite regressors like CoB/Overcharge often in combination with other supporting perks like surveilance or slowdowns like thana/pentimento.
this of course would have to be done for a very long time with video evidence to prove that the player is actually just trying grief people, that he is not actually trying to win, and is refusing to participate in normal gameplay.
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Using anti generator effects for excessively long periods of time can be considered holding the game hostage if and only if the killer has demonstrated no attempt to actually try to kill/down survivors.
The strategy is fine when used to actually win games, the problem is when someone stops participating in normal gameplay and starts using it to hold the game hostage and grief instead.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292205#Comment_3292205
If you don't address gen rushing but stop tunneling then the game will break. Tunneling is the only answer to the gen rushing problem.
Survivors push gens so they finish 2-3 by the end of the first hook so killers try to make that first hook cost that survivor two health states. Overall the state of efficient play is not fun for anyone.
Okay, if it's a problem you can nerf gens again. The game should not be balanced around Early Elimination.
Remove the early elimination, see how it shakes out. If necessary, buff killers/nerf survivors. If the game is a little survivor sided for a while it will be fine. As is the kill rate currently stands at around 60% and the game is doing just fine. The kill rate could drop to 40% for a while and the game would still be fine.
Remember this game used to be incredibly survivor sided and guess what the game was fine because most people simply do not play optimally.
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More killers should work like artist.
Hag traps within 10 meters of the hook should instantly explode when the hook happens and no new ones can be placed while survivor is on the hook.
Same with victor. If a hook happens in the block radius he should instantly die.
Knight is fine if you touch a hook the hunt instantly ends and if you manage to get the unhoolk before he summons the guard then you can just run away because the guards suck.
And what the trapper is doing isn't even effective unless the survivor is dumb. (except at shack basement or other hooks with tight doorways, but dying near those against trapper is a skill issue)
Bubba chainsaw should not regenerate charges near the hook and should slowly lose charges so he can't stay there forever with an insta down.
Same with billy, hook should prevent chainsaw from cooling when nearby and slowly heat it up.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292043#Comment_3292043
"I think reducing the reward you get by tunelling is a better strategy."
Punishment behavior has been shown to be ineffective.
Your solution does not address the root cause of tunneling : Killers feel they need to tunnel to catch up to gen speed completion.
Your idea might work if the game had some kind of basekit lockout where if a "free hook" got used up then one gen stayed locked until that survivor were freed (only one at a time).
Reducing the reward granted by tunelling and punishment are not the same. Punishment would be things like DS and OTR.
Making hook states shared by the team is not punishing tunelling its a total redesign of a system that makes it so the reward that was previously there is no longer there (early elimination)
People tunnel because the system, as it is, encourages it. You don't need to take some roundabout way to "punish tunellers" you just need to redesign the system, so it is not rewarded to do at least early in the match (the only time its a problem)
and my system absolutely addresses that problem. Simply remove the benefit of tunelling. If there is no early elimination, there is no reason to tunnel. The only reason one might tunnel is to exploit a weak link, but that's pretty much the definition of a skill issue.
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I think reducing the reward you get by tunelling is a better strategy.
Take away 1 hook state from each survivor.
Add it to a pool of 4 hook states shared by the whole team.
The 4 shared hook states will be used for hte first 4 hook stages of the match after which it starts using personal hook states.
Failed kobe will consume your personal hook state and you will be unable to kobe anymore.
Now there is no value to tunneling early on because you're only losing pressure on all the others for 0 benefit.
After your first 4 hooks you can get some benefits to tunneling someone out, but by that point the survivors have likely progressed to a point where they can be smart about it and still win
Everytime I suggest this the primary feedback is that people don't want to lose hook states because of 1 bad team mate but that's basically already happening in a much worse way. Imagine you have a bad team mate get tunneled out in the current state of the game.
They are horrible. They get hit in 6 seconds every time and are dead within the first minute of the match.
They only took 3 of your team's total hook states with them, sure, but it doesn't matter. Once they are dead, you have no hope of winning as a survivor unless you are already close to winning, which you won't be because it's only been 1 minute. You don't even have a single gen done.
Now lets look in this theoretical new system. The killer tunnels them, and they have taken 6 of your team's total hook states which took the killer twice as long. Sure they are terrible and you're still probably going to lose, but the point at which you lost the match was the point they died, and in the new system it took twice as long for you to lose the match so even though YOU have less hook states because of them, your team will be likely to perform better overall.
It is a team game after all. Look at like this. If BHVR added the ability to "donate" your hook states to another player. 99% of the time it would be the optimal play for survivors who havent been hooked to donate a state to a survivor on death hook, no matter how bad they are.
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@Wampirita said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291008#Comment_3291008
it was being activated by any totem cleanse, doesn't matter if you cleansed a totem, or a random Meg, every Inner in the game got charged, which could be easily abused in swfs
That's not why it was kill switched, that bug was actually fixed.
But in fixing it they broke the perk even worse.
After activating the perk would never deactivate and you could heal with it a infinite number of times
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3287401#Comment_3287401
You do realise there's a dc penalty right?
https://forum.deadbydaylight.com/en/discussion/comment/3287548#Comment_3287548
So?Just because you dont always win doesn't mean you have to give up.
The DC penalty is only 1 minute for your first DC.
You also don't get a penalty for letting go on the hook.
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They give up because they feel like their time is better spent in a different match. It only takes 2-3 minutes to get into a match for survivor, after all.
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They do, they're just so damn slow at making changes.
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all it does is use image recognition to identify the position of nodes and then control your mouse to buy them for you based on your preferences, won't get you banned
it's no different to sitting there clicking the nodes yourself, just automates the process
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Based on the number of people I encounter running eruption + overcharge+ Call of Brine + corrupt and just sitting inside 3 gens leads me to believe they are already doing this
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because flashlights suck
still do
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3279288#Comment_3279288
You forgot about Hag and her traps.
but even then they're basically just on even ground with maps which let you easily see traps for either safely triggering them or outright avoiding htem
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3279222#Comment_3279222
No they we're not the weakest,they we're high risk high reward,now they are no risk,high reward,because you can blind the killer from the silliest angles and still get the save,I was literally facing the wall and I still got blinded because the survivor got 1 frame right.
they're absolutly the weakest item.
Keys with blood amber give wall hack in chase
Maps will help find totems and gens and also give trap vision against trapper/hag
Toolboxes do gens faster
medkits let you heal yourself
flashlights maybe will sometimes allow you to get a game-changing save but only if the killer messes up first. The vast majority of the time do nothing but waste your time and make you give up distance on the killer.
only exception is wraith, who can be light burned out of his power easily.
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distortion only uses 1 token when the killer has lethal.
Because lethal's extension effect extends auras by 2 seconds and you are immune to aura reading for the base 9 seconds, the aujra reading extension never triggers and distortion only uses 1 token and protects you from the entirety of lethal.
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for killer anyways
A survivor perk that increases FOV would be cool though since it actually matters to them for seeing over stuff/around stuff
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Moving to a new engine is not an easy task and will cause more problems than it solves and create a lot of work and not generate any money. There is zero incentive for them to do that
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I'll sometimes dodge if I see someone I played against previously. Playing against the same killer who just destroyed your team just 1 or 2 matches after you played them could be frustrating so I let them get someone else for variety's sake.
Either that or I just forgot to equip a tome challenge.
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@jesterkind said:
What's wrong with it? I played a match on it yesterday and nothing immediately jumped out at me as broken.
Granted, that match didn't go normally because one guy DCed at five gens, but still.
The pallet spawns are broken.
Every single spot that can spawn a pallet, is spawning a pallet. The map frequently has upwards of 30 pallets and often has more than gideon meat plant. The pallets are all very close together frequently you can have 4 or 5 pallets within view from a single generator, more with windows of opportunity.
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Turns out the real purpose of these tiles was to make up for all hte fat shame god pallets they added to hte game this patch
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Assassain should have the longer chase time that carnifex has.
Carnifex gen kicking should apply any gen perks you have as if you had kicked it (not others though)
Jailor should have the much longer banner placement time that carnifex has that way hes better at pressuring survivors on his own. Still wont get hits but at least he can delay them for 10 seconds while waiting on the banner to spawn.
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@Bot_Salvo88 said:
"killer is getting me, let me close the game"
"He's gone, you're fine"
"Ok let me open and rejoin"
just replace the person who DCs with a bot while they are gone
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/3257984#Comment_3257984
So for clarification the Gen i kicked was at about 75% and it was was the 4th gen to pop overall as the survivors left it so likely it regressed to 25% or lower.
Now it could be that 3 of them split on gens whilst 1 got chased. The team was very good in chase and clearly knew what they were doing so not doubting the skill of the survivors in that respect but what triggered alarm bells was how fast the last 4 gens popped.
I looked at the timings and this is the times the gens popped
Gen 1 - 1 min 59 seconds
Gen 2 - 14 seconds after Gen 1
Gen 3 - 32 seconds after Gen 2
Gen 4 - 22 seconds after Gen 3
Gen 5 - 5 seconds after Gen 4
Looking back over the game there was a period of 58 seconds where I didn't have eyes on any survivor. It was during this time I kicked the gen at 75%. This could account for all 4 survivors being on seperate gens i guess which could lead to some clarity as to how this happened.
I mean if nothing else this game alone just goes to show that even with the gens taking 90 seconds now its still kinda survivor sided if the killer loses track of survivors.
Crazy good efficiency on the survivors team part for sure if it's legit
If I saw the video, I could definitely make a more definitive answer about whether it's humanly possible
but if for most or the entirety of that 58 seconds you weren't chasing anyone, all 4 were doing gens I can see it happening for sure.
It's unfortunate that cheating is so common that what might be a pretty incredible feat on the survivors part we have to overanalyze and think about whether it was legit.
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It's definitely possible. Sounds to me like 2 gens popped in 90. The gen you kicked was almost done and someone got on and finished as soon as you left it. Resulting in popping not long later. Then the prove thyself was used to pop the last 2 gens quickly.
Side note:
As a tip give you don't have any gen kicking perks, you shouldn't stop to kick gens if you don't have any equipped. In the time that you path to the gen and kick it the survivor can get enough distance hold W to basically wherever they want unless you got them stuck in a corner. All for what, to regress the gen 2% + .27%/second its regressing?
Even if it regresses for 30 seconds thats 9-10 seconds of regression. Youll lose way more than that in chase time.
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Probably not. If I had to guess we'll see more on that story in the next midchapter
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Eruption has 3 major issues:
1) Long incapacitated timers that you can do nothing about are miserable
2) It affects solos much harder than SWFs
3) At it's peak, this perk provides far too much value, providing way more slowdown PGTW ever did, a perk that the devs felt needed to be absolutely destroyed in 6.1.0.
The fix to eruption is to cut the incapaciated in half but make it apply in a 6 meter radius around affected gens instead of only survivors repairing those gens.
You could also increase the regression a little bit, like 2-5%, as compensation. It would fix the major issues with this perk. The incapacitated doesn't feel quite as bad when it isn't for too long. It affects SWF players mostly equally since they would have to get off the gen and run away from it making it not so trivial to call right before you go down. The amount of slowdown it provides is a little more in line with other perks.
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In my last 229 killer matches I have had 39 DCs. I don't specifically count hooks suicides but I would say they are probably 2-3x as likely as a DC if I had to guess so that would be around 18% give up rate at max
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I always ask myself if I were the person on the hook would I want my team mates to take the 3 out or potentially die attempting to save me, risking giving the killer even more kills. I always say take the 3 out.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3249444#Comment_3249444
Tbh, I was waiting for this comment.=)
Now look. I have a friend, who knows that the nurse and blight are the strongest killers in the game, but he just don't like them nor how they look, nor their gameplay. He just can't learn how to play them, and he don't really want to, but he likes Pyramid head, and he's doing much better with him.
When he plays Pyramid head, he almost 4k in every match, but when he plays nurse, he can't even 2k. For him, a paid character is much better than OG one.
Pay to win? For me, it's a clear pay to win case.
If you're choosing to not use the strongest option available despite it being free, that's not the devs fault. It's not really pay to win.
You can play nurse with sloppy, NOED, jolt, and bitter murmur to have a fantastic build. It will improve a little with progression too, giving you star struck, NWO, corrupt, overcharge, and pain resonance as potential unlocks.
Sure some of the best perks in the game right now are tied to paid only characters, like Eruption, Call of Brine, and Deadlock, but those are far from required to make a meta build.
Corrupt, NWO, Pain Res, + 1 free choice of NOED/overcharge is easily one of the best builds you can equip that is only improved slightly by the inclusion of the other perks.
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Yeah completely agree
Old pop needed to be nerfed because it could potentially remove 20 seconds, IF you got a hook first and IF you kicked a gen within 45 seconds.
Yet eruption will trigger on as many generators as you kick directly removing 9 seconds and then forcing any survivors working it to do nothing for 24 seconds.
That's 33 seconds of survivor time wasted PER generator affected, significantly stronger than pre nerf pop and somehow this is okay and pop wasn't?
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you are assuming that the probability each survivor dies in the match is independent of the other results when they are not and thus your examination is flawed
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3243132#Comment_3243132
I have a hard enough time looping the killer without staring at the corner of my screen to see if a red pie slice is getting slightly smaller or bigger. The survivors you face must be wizards
I was talking more about using it rather than playing against it. Honestly don't see survivors using it enough to draw any conclusions about how well my average opponent uses it. In my last 56 killer matches I've only seen 11 survivors have it equipped.
It definately took a few matches to get used to though, but I have been enjoying it.
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I don't particularly mind it having a low pick rate TBH.
Counter picks are seldom fun to play against.
Like playing against a team of survivors with lots of healing and anti slug as twins (god forbid someone use power struggle flip flop while you are twins)
Or running into someone with a map while playing hag/trapper or running a hex perks where you actually dont want your totem cleansed (ie. not pentimento build)
Same thing here, you chose to run a perk that you like and the killer decided to run a perk that does almost nothing but make that perk you brought less effective. Fair? Sure. Fun? No.
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It's strong but not broken, makes many loops with tall walls nearly impossible for killer to win mind games on.
Pallet gyms, for example. Normally, a very dangerous tile to not pre throw because it's straightforward to mind game, but being able to know whether the killer is approaching or moving further away at any given time makes losing the mind game much harder.
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After they nerf nurse


