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  • So as long as the team has a dedicated Bone Breaker, all is well?

  • The lesson here is "Deliverance."

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/652127#Comment_652127

    The in-game rules are very fuzzy, hence the question. Sometimes you die, but pip. Sometimes you sacrifice everyone, but only safety pip. So are pips a measure of failure or success? Some people don't care about pips or rank, some people don't care about Bloodpoints. I've seen plenty of face campers who defend their actions by saying "I got the kill, that's all I care about." So did they win?

    It's all really subjective, and down to what an individual player chooses to value about the game -- pips, rank, BP, escaping, making sure their friends escape, sacrificing 2 survivors, sacrificing 3 survivors, sacrificing 4 survivors, letting the last survivor have the hatch, etc. etc.

    There's arguably something interesting about this approach, but I think it's less intentional and more accidental due to unfocused design. I wish endgame rewards, pips, and the whole ranking system worked hand-in-hand with the most obvious and intuitive victory states (i.e. a player should always pip/rank up if they escape, or if they sacrifice everyone -- no matter what else happened in the match).

    "The in-game rules are very fuzzy, hence the question."

    That's exactly my point/problem.

    I'd call that vague in the same way that I would call "To win a game of golf, you need to hit the golf ball into the hole" vague.

  • @Ashruu said:

    https://forum.deadbydaylight.com/en/discussion/comment/652117#Comment_652117

    Surprised to see a couple people with this sentiment. I've always enjoyed running this add-on, don't think I've ever gotten less than a 3k with it.

    Hey, if you enjoy using it, absolutely nothing wrong with that and more power to you.

    The thing with Judith's Tombstone, though, is that the moderate slowdown is a VERY real downside on Myers that actually makes it hard to do anything against competent Survivors. It really only works if the Survivors have one or more potatoes on their team that don't know how to play against Myers properly. Beyond that, I would much rather use Tombstone Piece on Myers because the penalty of being booted back to EW2 Myers on a successful insta-kill is a more manageable downside IMO than being slowed down the entire game.

  • "Prove me wrong" usually translates to "I won't listen to anyone who disagrees with me" in Common.

  • Whatever the in-game rules says regarding declaring winners and losers.

  • @Ashruu said:

    The last thing tombstone needs is a buff. It's in an ok spot at the moment, making it stronger will cause a salt wave that will likely have it nerfed into oblivion.

    It already feels bad if Myers finally gets to t3 with this add on for survivors, taking away their one way to counter it is just asking for trouble IMO.

    Also, BHVR shouldn't balance around achievements...

    Judith's Tombstone sucks, though. Like, it is just not worth using unless you are achievement hunting.

    "It already feels bad if Myers finally gets to t3 with this add on for survivors"

    If you get caught by a 106% speed Myers who also has to spend a lot of extra effort to reach EW 3 compared to regular Myers, you deserve to be insta-killed by him.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/652029#Comment_652029

    I wouldnt. Maaaaybe some day the devs will enable some sort of cross transferring and with that included you can unlock the DLC you already bought on one platform for free.. or at least for a good discount. I know, big dreams lol. But paying 60 dollars again is just to much.

    I would be inclined to agree with you on the transfer possibility if I wasn't playing on the Sony Nocrossplayststion.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/652052#Comment_652052

    PC Is just a better experience imo.

    You wont get frame drops playing nurse and huntress.

    You'll be able to give feedback on the PTB.

    You'll be able to talk crap on the forums while waiting in lobbies like I do without switching device (honestly the most important point tbh)

    All very good points. I am going to think it over, at the very least.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/652029#Comment_652029

    I mean, with the grind change in the next chapter update it wouldn't be too much of a hit...

    This is true. The real question is "Am I willing to drop that kind of money for a game I already own?" (Technically, I got it on PS Plus, but there is honestly no difference between having bought it on PS4 and having it gotten it for free via PS Plus as far as ability to play it).

  • Hm. Would I be willing to pay nearly $60 to get the entirety of the game + all the DLC Killers and Survivors (not including Stranger Things) on PC so I can jump ship from PS4? Tough question...

  • I think they're both leagues above the hobgoblin that was introduced in the Nightmare on Elm Street chapter, but I think Steve's model is a bit better than Nancy's.

  • @HawkAyeTheNoo said:

    I caught 2 survivors in one of the inshot fence parts on the Coldwind maps where totems spawn now during egc, door was open, both went to cleanse the same totem and i body blocked both for 30 secs till the entity took them. If i got banned for that it'd be a joke.

    During egc when the doors are open i think its fare game to body block survivors.

    That is okay because the game inevitably ends regardless of your inaction. Once the gates are open and the EGC starts, you are allowed to bodyblock a Survivor until that Survivor is killed by the Entity.

  • I'd be okay with going one step further and having the perk icon hover over each totem. Maybe not to be seen at unlimited range, but when you get close enough (maybe 16 meters?), you can see which totem it is.

  • @ASAPTurtle said:

    @Judgement Maybe because it's a obvious answer as to why it shouldn't be added so much, that I shouldn't have to explain it

    I don't agree. I think it warrants an explanation.

  • Question: Would it be a problem if Judith's Tombstone also let you kill a Survivor in the Dying State? I know with Tombstone Piece, there would be issues with which takes priority between, say, an Ivory Mori and Tombstone Piece (since using Ivory Mori means it won't work on anyone else but using Tombstone Piece means you are immediately booted back to Tier 2 EW), but that issue wouldn't really exist with Judith's Tombstone.

  • I'm no dev, but I would say it is not okay if the EGC hasn't started. It may be a standstill, but you are the one preventing the trapped Survivor from playing and putting them in a position where they only thing they can do as an individual is DC (whereas the teammates are simply preventing the Survivor from dying). That to me would fall under holding the player hostage/griefing, which is a bannable offense.

  • If I am being honest, I would not feel comfortable doing so unless BHVR officially implemented it on console as an option.

  • The following is only my personal opinion:

    "Survivors cannot see Jigsaw Boxes until their Reverse Bear Trap is active."

    I am on board with this.

    "-Jigsaw Boxes function on a Progressive RNG system. The first Jigsaw Box you check has only a 10% chance of holding your key. The next box is a 25% chance, the one after that being 50%, and the final being a guaranteed chance. The key is no longer definitively placed."

    I am not on board with this. Making the RNG more swingy only promotes more feel bads, and especially with also making RSN2 base kit, I would not want to see this.

    "-Increased the height of The Pig’s FOV while crouched. "

    I am also on board with this.

    "-When a Reverse Bear Trap is active, every generator that is completed will shave 5 seconds off of the timer."

    This is really inconsequential as-is, but buffing it is also a bad idea. I would just scrap this idea altogether.

    Rules Set #2 - Your first idea has similar problems to the current Interlocking Razor, in that it does virtually nothing to decent Survivors. Your second idea seems like it should be base kit (only with pausing the timer instead of merely slowing it down)

    Amanda's Letter - Hm...I don't dislike the idea. I wouldn't cut down on the number of RBTs, though. I also worry about this + Tampered Timer. Even with three boxes, 1m45s is not a lot of time on certain maps.

    Amanda's Secret - I'm not sure how I feel about this one. I don't think the ideas are bad persay, but I am not sure that even together they are worth the add-on slot. I could be wrong, though.

    Tattered Testament - Seems simple enough. Honestly, I'm not even sure it needs the downside. Could just be fine as "+2 Traps." If it did need a downside, it would probably only be because that + Last Will = seven traps, which is pretty close to "may as well be infinite" (as barring very specific circumstances, the most you would ever need is eight Traps).

  • A lot of maps, but if I had to pick one, Haddonfield.

  • @SunderMun said:

    ???? This makes no sense. The way to counter lobby dodge is not to show items, but then that means that youre guessing when using something like Franklin's. Another way could be to let the survivors also dodge Moris in the way a killer can dodge 4 toolboxes/medkits with a SWF.

    Also the killer actually needs to use add-ons to win; survivors don't.

    IMO, the way to curb lobby dodging should be like so:

    1) Survivor identities and items should be hidden when they first queue in.

    2) Once four Survivors are in, everyone is given a prompt to confirm their entry into the trial. Clicking no will boot them from the lobby with no penalty.

    3) Once everyone clicks yes, all players are locked into the lobby, game countdown starts from 60, and Survivor identities and items are shown.

    4) Players cannot manually choose to leave the lobby at this point. If they reset their console or cut off their wifi to leave, they are treated as having DC'd from the game, and players once again wait.

    5) Then from there, just punish excessive DCing either from the lobby or from the game.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/651186#Comment_651186

    I guess if you add it with agitation it can be a threat to... mid-ranks? I guess?

    That's still not really a bannable offense. If they were dropping people like flys while holding a Survivor and walking at lightning speeds... than yeah. Otherwise no... its just some funny meme you can do.

    Agitation + Iron Grap + Mad Grit = fun as hell. Just sayin'.

    in Mad grit? Comment by TAG
  • I think all those crippling item weaknesses should be removed because they're dated design choices that aren't reflective of the game's current state (Trapper being weak to Toolboxes, Wraith, Nurse, and Hag being weak to flashlights). Note how the last Killer that had one of those weaknesses to an item built-in was all the way back in Chapter 3 with the Hag.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/650300#Comment_650300

    I just answered your previous question. Killer is not able to see the timer being paused. You said some people can measure 16m in the game and still camp from lets say 17m distance - great, but as I said before it still forces the killer to leave the proximity of the hook itself so the perk serves its purpose either way even when the timer is not paused. As I said before - this perk should only work when KILLER ALONE is near the hook in 16m radius in order to make it a viable anti-camping perk. Still I feel the timer of 14s is a little bit to short and 14s is a weird number.

    Okay, I see what you mean. I mean, with the current perk, it makes sense that the Killer can't really tell when the timer is paused when the clock doesn't go down since it only stays paused for 14 seconds. If the timer were to stay paused as long as the Killer was within range and no one else, it would eventually be obvious that something is amiss with the timer.

    Also, personally, I feel like being "forced" 17 meters away doesn't really accomplish much when they can simply step in when they see another Survivor coming in from the distance, but that's just me.

  • Desire as little RNG as possible, yet I main Pig. :P

  • @TheRealHansGruber said:

    She just needs to be reworked. Her entire kit is just WAY too outdated, her traps and crouching power are basically useless due to endgame collapse, or at the very least, not very powerful at all.

    I don't really see it that way. I think with the right tweaks, she could be more than reasonable. IMO, the only things that need significant retooling are her add-ons.

  • @beatddb said:

    https://forum.deadbydaylight.com/en/discussion/comment/650671#Comment_650671

    I jus think using "The Demogorgon" is pretty straightforward, and I know no one would call it "The Monster/Creature/etc" instead of "The Demogorgon" but it seems way better, considering they did different names for Bubba (Cannibal), Freddy (Nightmare) and Michael (Shape).

    Its like if they added the xenomorph to the game. Sure, its called "The Xenomorph" but with symbolic names, it would be way better "The Alien". Same happens for The Demogorgon.

    I mean, to be fair, it's not like it would sound good to the ear to refer to those characters as "The Kruger" or "The Myers" or "The Leatherface". At least, not to my ears.

  • @beatddb said:

    https://forum.deadbydaylight.com/en/discussion/comment/650641#Comment_650641

    This might be a personal thing, but I see the killers names more "symbolic", for example:

    Michael Myers is "The Shape", Freddy "The Nightmare", Amanda "The Pig", Rin "The Spirit" and so on.

    Every killer has their own name and then its used "The ____" to describe it, personally I don't think having both of those things the same it's good, I think it would be better:

    The demogorgon - The monster

    than:

    The demogorgon - The demogorgon

    Same with Ghost face, I think it's way better "The Ghost" as a symbolic name than "The Ghost Face"

    I just think "The Ghost Face" rolls off the tongue badly compared to "The Ghost." I have no problem with the way "The Demogorgon" sounds.

  • Tbh, I would prefer "The Demogorgon" over "The Monster" or "The Creature." What would make those names more interesting than "The Killer?"

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/650310#Comment_650310

    If you think those should be nerfed as well, then I'd also be willing to lose insta-heals. One question though.

    Which insta-downs would you consider not comparable out of curiosity? Insta-heal is gone the second you use it.

    Iri heads (which most huntresses will also use with a belt to have 3 hatchets) can be used throughout the entire match they're brought in.

    Same as the Clown bottle (afterpiece tonic I think it's called)

    Of course there's the 2 chainsaw killers which isn't even an add on and is in their basekit as something they can do every match.

    Myers and Ghostface both have to stalk for theirs but it's easy to get at least twice a match

    All of those are easily more powerful than a one time use insta-heal.

    I'd say Iri-Head + Infantry Belt is on the level of Heal and should be nerfed in some way.

    Clown Bottle add-on is fiddly, given that the bottles are not meant to be as precise in aiming as the hatchets (even with the wonky hitboxes). To be close enough to consistently use it to down them, you're basically just the Plague at that point. It's not even Clown's best add-on (that would be Flask of Bleach).

    Leatherface is a bad killer. One of the weakest, depending on who you ask. Billy is good, but the map pressure is a big part of that. The ins

    Myers can be good if the Survivors have one or more weak links, but against solid and aware Survivors, it can be a challenge for Myers to stalk. Not impossible, but definitely a challenge. Ghostface has similar issues, only a) he can be locked out of his ability b) he has less time to hit people who are exposed c) he doesn't gain the faster lunge and vaulting Myers get for exposing people.

    I mean, you just said that Leatherface is stronger than a Survivor wielding an insta-heal. Do you really think many Survivors would honestly agree with you on that?

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/650061#Comment_650061

    The point of an inta-heal is to be instant. There's nothing wrong with the insta-heal as long as killers have insta-downs (both as add ons and as basekit for multiple killers)

    Clearly you didn't follow the flow chart well. If you feel insta-heals are too powerful, would you also be in favor of nerfing insta-downs, ebony moris, iri heads, and other things that are more common and much more broken

    Most insta-downs in the game are not comparable to an insta-heal that you can use at any point you are injured.

    And yes, I would.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/650141#Comment_650141

    Devs themselves confirmed that killer is not able to tell when the timer stops. As I told you before even if killer leaves the hook to activate the timer the perk still does its job as it forces the killer to leave.

    I feel like we are not on the same page here. What are you referring to?

  • It's obvious. The devs would wield the Nerf Bat, and the mods would wield the Ban Hammer.

  • @Chickenchaser said:

    https://forum.deadbydaylight.com/en/discussion/comment/650040#Comment_650040

    It wouldn't kill you immediately. The blood loss would kill you eventually. You'd definitely be in a "dying state" from it.

    What happens if you break free from the Killer, get downed again, and then get another Trap? Does the RBT do nothing because it already ripped off the Survivor's mouth? :P

  • @Fictionalname said:

    https://forum.deadbydaylight.com/en/discussion/comment/650184#Comment_650184

    HAHAH So funny.

    Maybe if you actually played the game instead of being a forum warrior you'd know a thing or two about it.

    Alright, I'll go boot up the game now. Where can I find the Oblivious status effect in-game?

  • @Fictionalname said:

    I'm always surprised how people in the dbd forums can be so oblivious.

    That's not possible because Oblivious hasn't been added to the game yet.

  • So there are only 526 people currently playing the game?

  • @HP150 said:

    My idea in detail: https://forum.deadbydaylight.com/en/discussion/22787/slight-pig-buff-that-makes-thematic-sense

    TLDR = Every time a generator is completed the timer on all active RBTs are accelerated by 15-20 seconds. This is in keeping up with the theme of the movies (Rushing gens to try to be selfish and save myself or wait for my buddy to get his RBT off to pop the gen, making the game more painful for everryone but possibly saving everyone)

    Bad suggestion IMO because Survivors are incentivized to just do gens anyways since otherwise the Pig has as much time as she needs to kill the Trapped Survivor.

    @Pennosuke said:

    Yes,It needs.

    But "RBT still activated while that survivor is in dying state" isn't a good idea. else you just get free kill from keep slugging survivors which make gameplay really boring as both side.

    My idea is...

    Idea 1 :

    • Reduced the RBT timer to 2 minutes.
    • Nerf Tampered Timer add-ons to make it reduced the timer from 30 secs to 20 secs

    Reason : with this buff will make RBT really punished the survivors when they try to completed gen while someone still has RBT and with the shorter timer will gives more pressure to him/her.Moreover I nerf the Tampered Timer add-ons to don't make it too strong with this new timer.

    Idea 2 :

    • While RBT didn't start activate, that survivor can only see the aura of Jigsaw's boxes within 24 meters.
    • Buff the Rules Set No.2 add-ons to make it can disables the survivors' ability to see Jigsaw boxes highlighted until their trap is activated.When the trap is activated, survivor can only see the aura of Jigsaw's boxes within 24 meters.

    Reason : I have seen many thread that make Rules Set No.2 as the Pig base kit, but I think in some maps with Rules Set No.2 is too hard to find Jigsaw's boxes, so I give the "24 meters" condition to don't make it too hard for new survivors while they still need to walk around the map to find Jigsaw's boxes.Moreover I buff the Rules Set No.2 add-ons to become stronger when compare to the base kit.

    The thing is that Survivors generally have enough time to search all the boxes (even five with Tampered Timer) due to the way everything is set up. If they weren't, the devs would have done something about it already. So RSN2 being base kit would not really be an issue in that regard.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/649593#Comment_649593

    16m is hard to judge and killer has no idea when the meter stops. Also if he is not near the hook that gives opportunity for the save because he is not rubbing his bum against your face when you are on the hook.

    There are people who can measure 16 meters in-game, to be fair. Plus, wouldn't the Killer just be able to see when the meter is going down?

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/649640#Comment_649640

    Here's a compromise, if the survivor is in dying state, one health state is healed instantly. Beyond that, the heal takes 10 to 12 seconds to kick in.

    I would accept that compromise myself, but I would still personally like to bring it down a little further. What I would suggest: The heal-over-time continues even if a Survivor is downed. If the "heal over time" finishes while the Survivor is:

    On the ground in the dying state - They immediately recover their health and get back up

    While the Killer is carrying them or while they are on the hook - The health recovery is stored until that Survivor manages to wiggle free/get off the hook (similar to Adrenaline).

  • @RakimSockem said:

    I wish I could easily create a flow chart, but let me try anyway and see how this works

    Should Insta-heals be changed to heal over time?

    No, because then it wouldn't be an insta-heal. ✔️

    Yes, because they're too powerful and game breaking (sigh) ❌

    Since you think they're too powerful and game breaking, would you also be in favor of changing OTHER game breaking things like Ebony Moris, Iri Heads, Omega blinks, one shot clown bottles, etc?

    No, those things are perfectly fine. (sigh) ❌

    Yes, I would be willing to discuss nerfing or tweaking those as well. ✔️(here's someone you can have a rational conversation with)

    Why do you feel those things are perfectly fine but an insta-heal is not.

    The killer should be the power role ❌ (Abort, abort. leave that conversation immediately because this person is power tripping and thinks the game should be unbalanced for their side)

    "No, because then it wouldn't be an insta-heal."

    Isn't that the point?

    "Yes, because they're too powerful and game breaking (sigh)."

    But this is true, no?

  • @Killer4 said:

    I think it should keep counting when you are in the ‘dying’ state but that’s just my opinion. I want to hear yours.

    It does, IMO, but not that. That is an outrageous buff.

    @CreepyB4by said:

    I think she needs to be given 2 more traps, the timer needs to be considerably shortened and the traps should put survivors in the dying state rather than killing them directly. In their current iteration, the RBT never triggers and it's a joke to survivors. They know they'll quickly get it off and be relatively safe doing it, most of the time. They should fear her power and they don't.

    That already exists in-game. It's called "Legion."

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/649628#Comment_649628

    You know it won't happen that way.

    Look, you and I are just going to have to agree to disagree. I'm more into the concept of tweaking things slightly in order to keep from going too far. Being creative with the tweaks to not only move towards balance, but create fun and creative gameplay. I think it calls for a surgeon's scalpel, not a butcher's cleaver.

    Here's a tweak: Insta-heals now take 12 seconds to kick in after use.

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/649619#Comment_649619

    Haha. What killer nerfs are going to be slightly accepted from red rank killers. That is the whiniest group of players I've ever seen. SWF is too powerful, nerf it. Keys, hatch (still complaining), heals, gens, healing, not healing, totems, loops, pallets, etc. There is a new whine each week. Heck, each week when the shrine comes out we should just add the killer whine in too.

    I get it, I've played the toxic little Jackball survivor groups in the reds too. But, I can also see the big picture. It is about tweaks, not full blown nerfs. I can honestly say that the red rank killers are just as salty as the red rank survivors. It's why I stay out of those ranks now.

    That's why I suggested the instant heals be tweaked (earlier posts), not done away with. Much harder to abuse them, and they are more balanced that way.

    If Survivors gotta suck it up and take their nerfs, Killers gotta suck it up as well. Balance OP Killer stuff, including Moris. Balance OP Survivor stuff, including the insta-heal add-ons.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/649608#Comment_649608

    Before banning people the devs need to fix the game. Balance and bugs, biggest issues since release.

    You can still implement a DC punishment system while working on said balance and bug fixing.

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/649519#Comment_649519

    My claim it would die is based on the fact that survival rate is already low at the most populated ranks of the game, casuals. Taking away more tools, and add in all the other crying about keys and gen timers that high level wants "balanced" and those ranks will completely fall off. Who is going to want to play at those ranks when you are nothing more than a pinata for a deprived 13 year gold's smurf account? Population drops, not enough survivors and the game dwindles.

    It is why the devs are not taking these drastic moves. It would be foolish. I've played plenty at the red ranks. Instant heals can be frustrating, but getting 3 to 4k in those matches is still attainable with enough skill. It is not the dire issue these threads make them out to be.

    Who said that things would only be re-balanced on the Survivor side? Some things can and should be nerfed on the Killer side too. The point is that the game should be balanced for both sides.

    The argument is not that 3k/4k is not attainable with insta-heals. It is possible to beat someone using something OP, especially if that someone isn't particularly good anyways. The argument is that insta-heals simply offer too much of an advantage to Survivors.

  • @ermsy said:

    Insta heals are definitely a problem but the game has a few things that are considered op and should rightfully be nerfed. For example:

    Insta heals should be like original bnp, you get a 3 successive skillchecks and if you hit them, you get healed. So you can't use it mid chase and it would still counter sloppy butcher

    Mori's should be active after second hook so we don't lose the cool animations and it still gives the killer a slight advantage of not walking to a hook.

    Huntress irredisant hatchets...add text say that it can not go over 1 hatchet. I think this add-on is balanced if it is just 1 hatchet.

    Keys need to be nerfed but I dont know how.

    I think if we address these issues than the game will be more fun in the long run.

    The Hatch auto-closes after someone uses a Key and jumps in, and thus the EGC starts. ;) Could probably lower the rarity of the key a fair bit if you do that.

  • Why did you just copy this exact idea from someone else?

    https://forum.deadbydaylight.com/en/discussion/83127/the-only-way-to-curb-dcs/

    Anyways, terrible idea, so no. Just ban people who excessively DC. This is not rocket science.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/649267#Comment_649267

    lol what's salt got to do with it? I'm just not down with giving Leatherface or Billy the same stealth capabilities of Ghostface, Michael, Wraith, and Pig but with a chainsaw in their hands every time I try to do an objective

    @Marcus said:

    But what would be the point of stealth killers then ?

    I kinda have to agree with these two. The game doesn't really need to give all of the current Killers some form of pro-active pseudo-stealth (as opposed to Insidious, which is more reactive than anything).

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