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Terra92

Terra92

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Terra92
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  • I'm getting heavy Yerv vibes from this post.

  • As I said in the reply thread, I will attempt a kobe if you are too far away to begin with and I would be at second stage anyways. I will kobe if I have Deliverance, unfortunately you don't know I have Deliverance until you see I'm Broken upon landing, but thems the breaks I guess, so you diving in to save me with Borrowed Time or some maniacal plan to juke the Killer does not help.

    Of course this is all case by case, anything and everything can happen for any reason. Sometimes my friends kobe in front of me just to have a laugh. My advice? Don't take it personally. The moment you take something like that personally is when you stop having fun in the game, and you start ruining everyone else's fun at the same time.

  • @PokemonGOPlayer said:

    If you are not running a combination of DS, Sprint Burst, Dead Hard, Adrenaline, Borrowed Time and Unbreakable with maybe one of them changed with something like Iron Will and you are in Red Ranks, you are a liability to your team.

    This is demonstrably untrue. I rarely use any of these perks, and I am often a huge reason we survive.

  • You also have to think, some of these people are about to go into stage 2 anyways, regardless if their friend is about to get them. Might as well try to kobe and maybe get a second hook out of it, instead of sit there mashing F for a couple seconds because your buddy took the longest route to get to you.

  • @TwistedJoke65 said:

    Pyramid heads knife is frikin huge. If you have it its own hitbox he could literally hit you from one corner of the shack to the other. Not a good idea

    That's an exaggeration, and you could easily adjust aspects of Killers to make it so that it's not that big of a deal. Like I said, if Phead and Oni were standardized to be the same hitbox, Legion, Ghostface, Freddy, Hag, and a few others to be the same hitbox, and killers like Trapper, Wraith, Spirit, and the like all had the same hitbox, you could just match that hitbox to their animation and boom!

    I get the coding in general is not the best thing, but the main problem is the animations not lining up with the hitboxes at all. I feel like when I was learning Blender back in high school I could have matched up a hitbox with an animation. That was ten years ago.

  • @TwistedJoke65 said:

    Imagine playing against pyramid head with this idea.

    Oof

    Why would this be a problem?

    @Decarcassor said:

    Its for consistency accross killers gameplay. You can always estimate if an attack will hit because the hitbox is the same size for all killers. Having different lenght and width of attack accross the different killer would just be a mess since there is no visual indication of such thing in the killer PoV.

    The visual indication would be swinging and seeing your weapon hit the survivor.

    @[Deleted User] said:

    Because it needs to be maintainable.

    Needing to keep in mind 22 different lunge ranges when creating loops/perks and the effect of said reach in conjunction with The Killers power/movespeed is simply too much effort than its worth. In both a fiscal and work sense.

    Why aren't all objects in the world physics enabled, why don't survivors have different hitboxes/runspeed based on their size, why isn't this game nearly indistinguishable from real-life?

    Not enough time, effort, funds, or even reason to do so.

    The difference is mere inches, aside from the crazy Final Fantasy sword Phead carries around and the daito and kanabo Oni weilds.

    @White_Owl said:

    What would that accomplish, aside from adding some realism to a non-realistic game? It would just give some killers an advantage over others, without consideration for their gameplay.

    Different playstyles, encouraging different forms of play and different strategies to fend off these.



    Is all of this really not landing for anyone? It's a non-competitive asymmetric game, why are we standardizing weapon hitboxes like they actually are going to matter to a wide audience? Aside from that, the weapon animations are severely misleading at best, you've got Phead who swings through a player and misses, you've got Freddy who has an extra six and a half inches to work with. That's not consistent.

    If anything, to make it at least a little more accurate, weapon hitbox types should be on a tier list. You've got 3 melee tiers and 2 1/2 ranged tiers. Melee/dagger range, broadsword range, and greatsword range. Hatches and Deathslinger's gun are obviously different, and clown's bottles are thrown at a steeper arch from what I've seen.

    But above all the way killers attack should be made very clear. Getting downed when Spirit is on her last frame of attack(literally the sword is behind her leg at that moment, not anywhere near the player), or Legion's last frame of attack, or any Killer with a wide swing that clearly missed but the hitbox is for some reason an entire meter away from the actual weapon, there's no need for it.

  • Blood pact is super fun to use. Vision on the Obsession and haste for either of you when one heals the other, it's a nice touch when the killer's close by but you wanna finish that last second of healing.

  • I know everyone likes to point out that chases are the "only fun thing" about the game, but like you could try to hide y'know. Sneaking is an option. You don't have to carry DS if you don't plan on ever getting caught in the first place.

  • I would totally dig a perk that added a fonite amount of totems to the map, either right off the bat or per individual hook like BBQ, or per gen completion, up to 3 or 4 extra. Maybe after all totems are out on the field, it'll reignite one hex totem that has been disabled, starting from the top perk going clockwise.

  • @DarKaron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1789894#Comment_1789894

    Yes. It was a problem in the PTB, since Charlotte was deprived of her power all match while one schmoe just carried Victor on their back the whole time.

    The little rat doesn't even properly block them from using the exit gates.

    It should be a Jockey situation honestly. Victor should struggle pull you towards the Killer and make it difficult for you to move around, but last a shorter time and take slightly less time to break off.

  • @xEcoLog1cDuk3Xx said:

    I mean, the status effect could be good if it did what it's labeled as.

    Oh god could you imagine just a black screen for thirty seconds?


    I think it'd be a great perk if it just didn't show you anything important on the field, as if it was a blank map. Totems, gens, teammates, pallets, the Killer, hooks, chests, the doors. It's all missing. That might be a better debuff for Oblivious, though.

    Maybe just darkened edges of the screen, less FOV in that sense. Maybe blindness wouldn't allow you to see past 12M or something, like an old Silent Hill game.

  • I will say, in a company like this, developers are disposable, considered worthless despite being the foundation of the business. The devs have to do what they're told to make by their higher ups, in the short window they have to make it. They can petition as much as they want, but in a company of 600 or more, you know for certain they have an HR, and HR in a big company usually leans heavily on the resources portion of that department. The devs are a resource and if they cannot make ends meet then they are fired or docked pay. It's a very inhumane thing but at the end of the day, these people need to put food on the table, for themselves and their families. They do their best and sometimes that's not good enough, but thems the breaks. In these situations, throwing money at it doesn't solve the problem. No amount of "you guys make blah blah money it should be done tomorrow" is going to actually fix the problem. That's naive, that's immature, it's stupid.

    I won't be reading these posts anymore, it's sad to see an entire community lambaste and dehumanize a group of people because they're taking orders from up top and have very little say in how things actually unfold.

    Small post-script: it's esque, and you can amalgamate it to any word, since it's a suffix. Mobile game-esque or mobile gameesque: derivative/resembling mobile games.

  • I feel this way against certain Killer add-on builds. I don't always want to sweat through a match but these add-ons force me to play a way I already wasn't feeling good about. When it happens once it's whatever, move on to the next game; when it happens three times in a row I feel like I'm just unlucky and wasted my free time, which is never a good feeling.

  • You need to move a certain amount away from your initial position. If you stay in one place too long, even if you're moving slightly or spinning in circles, you'll get crows.

  • @Kaymin_Mile said:

    https://forum.deadbydaylight.com/en/discussion/210397/whens-killers-version-of-hatch-coming

    Your one sided argument wouldn't even be taken into consideration, "remove the hatch" "remove hooks", you want no hooks? You want the survivors to have less of an advantage? Play Friday the 13th, your a killer, its your job to deal with all of the ######### survivors throw at you no matter how unfair, it just gives you a chance to shove a hook through their throats and show em who really has the power, who really has an advantage.

    I get it genrushing is an issue, it's been a bigger issue since blight came out, since then it seems like gens go by way quicker than they used to, hatch does also add an unfair advantage especially with keys, I believe they should give maps the aura reading abilities keys have and just remove keys from the game completely so that hatch would be more fair or maybe even make it to where hatch cant open without keys. They should also have a built in mori that could be used on survivors on 3rd hook like with pyramid-head, it would definitely be more fun as both killer and survivor if endgame started after the last gen was completed, I'm a survivor main btw so my bias is leaning towards survivor but I'd still like more of a challenge.

    My final point is more important than everything else I've said.

    The thing is the devs are trying to please us by adding new content and constantly changing things up so that their always something interesting to look forward to, although that doesn't always end up being what happens they still work really hard to improve this game and make us happy, they were working on adding new animations and updating the realms along with some other stuff but it's kind of hard to do that when they gotta stop to fix issues in the game like the most recent ones with victor and oni, by the time they would fix these issues and finish what they were working on we would have already asked for more, their job is endless and I'm surprised theyre not grey from the stress this has to be putting on them. Im as guilty as you just look at paragraph 2. Its December a time for giving not getting. Give respect to those constantly dealing with our #########.

    Sorry about all the cursing, it's a bad habit, I cant go too long without cursing. :P

    A point about keys, I made a suggestion once that keys only spawn in-game and cannot be taken out.

    The idea is that there is always a chance a key could spawn during gameplay, but not guaranteed until there's a final survivor. Once the final survivor is determined and the hatch spawns, any remaining open chests are closed and items are reshuffled. One of these chests is randomly predetermined to have a key, the rest are brown items. Appraisal would have no effect to this decision.

    The hatch still opens but a survivor who has been extra sneaky the whole match still has a chance to escape if their evasion is on-point. The killer would likely know where the chests are so there's still the chance that the survivor gets caught out. This creates the opportunity for the survivor to escape via the hatch when doors spawn far too close to reliably escape, and hopefully shortens the EGC by allowing a survivor to leave the game because the game has unfortunately skewed that particular map setup to be impossibly in favor of the killer.

    I think keys in general should be replaced with another item, but my ideas fall short after that.

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/1791814#Comment_1791814

    You demand explanations from those you know. I demand explanations from the developers I know and see on the streams , the community managers. Those in contact with the community. I can’t communicate with the CEOs because I don’t know who they are. And I don’t know their names. And I don’t think they even read this. If they don’t play their own game much less read their own forums.

    I as a costumer don’t care if “tHeY StrEAm tWiCe a WeEk” if the game’s broken.

    Wait, so basically you're saying the devs aren't allowed to be humans at the end of the work day if the game they work on isn't 100% complete?

    Wow I hope you're never in a position of power, you seem to not be able to see that developers are human beings with exactly as many rights and freedoms as you.

  • Oni isn't so much a slug Killer, but like Myers, his transformation only lasts so long until he has to rebuild it--though in Oni's case, picking up a survivor doesn't negatively impact the rest of the transformation aside from ending it where it's charged.

    A lot of good Oni players will knock out a survivor and head to the closest survivor they know of. Even if one of the downed survivors make it back up, it's worth it to slow the game down a little bit.

  • It's not as bad as others, though it is frustrating when you're not really looking to play in red ranks in the first place.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1790118#Comment_1790118

    But the rEaLiTy is that without hatch, that 4th kill was yours. Easily. And what's worse, it gives toxic survivors an out. They're emboldened knowing that no matter how much they screw up, throwing the game just to get in a few more tbags and flashlight clicks, they'll still have a more than reasonable chance to escape anyway. SO MANY of this game's problems can be linked back to hatch. That's a fact.

    That's such an anecdotal cop out.

    People remember bad experiences more than good ones. You act like a vast majority of your games are bm fests, when that's just your experience.

    Don't act like sassing a word I used is any sort of counter argument. If anything it just makes you sound petty. You want to deny hatch for the people who are toxic, and you equate the overall performance of the team to the last survivor who never even got found.

    It's entitled to believe you earned something before you actually did it.

  • See the problem is you want 4 things, whereas 4 survivors want one thing each(sometimes more but we're usually okay with just us, or at least one of us, escaping).

    I'm not saying you shouldn't want four kills per game, everyone wants to have a perfect 4k 32,000 point game, but these things don't happen all that much. More often in lower ranks, a lot less often in higher ranks.

    You expecting 4ks every game is wanting what is statistically <20% of the time, every time. That's just no bueno, my dude. We all want to be the bestest best players in the world but that's not always gonna happen, my dude.

    There's expectations, and then there's reality. Sometimes they coincide, but you can't expect that you're going to ride that high all the time.

  • I think Beast of Prey would be a good perk to have instead of Bloodlust.


    Something like "After x, y, and z seconds of being in an uninterrupted chase with a survivor, gain a certain amount of speed and lose your red stain. Pallets, stuns, leaving chase with a survivor, and being otherwise occupied removes these effects after a few seconds."

  • @slim0b said:

    demo's so inconvenient and weak that almost no one plays him. Def my fav killer to versus but other killers have his ability but much more powerful it feels restricting.

    patch messed up oni even more

    I love facing against Demo, but I agree they seem a little weak base kit. If you have a particular set of skills perks, and maybe a couple add ons, you can reliably 3 gen across the map. I find myself struggling to get the last couple gens done against a good demodoggo.

    I think it'd be good if their shred attack went through pallets, and maybe even through windows. Or just make their window animation a lot faster.

  • @Slendy4321 said:

    https://forum.deadbydaylight.com/en/discussion/210170/the-better-noed-counter

    If Noed activates I usually just leave it's not worth giving them an extra kill. I don't see the big problem with Noed

    It depends for me. If I know I've broken two or three, and have a hunch that others have broken one or two, then I know there's one left and I'll stick around for a couple minutes. But the moment someone is final hooked or once someone bails, it's a lot harder to find the totem and take em out.

  • The bugs exist regardless if you buy the DLC or not. Everyone plays the same game.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/209822/is-this-the-worst-chapter-release-ever-in-this-game

    I had a lot of faith in BHVR to fix everything that was wrong with this killer because of Ghostface who was a complete failure the first week of the PTB, but than they turned him around and fixed him!

    Aside from the non-shocking bugs, imo this is the worse chapter I have ever experienced and I'm glad I'm taking a break from this game and have no interest in buying The Twins

    You need to lower your expectations. Or take a programming course.

  • Personally I think General RAAM is a little too slow in general(haha!).

    I'd be totally down for it, though. Even just a regular locust drone is more powerul than any average human.

  • I've seen zero kill games where killers get like 27k points, I don't know why BHVR or the community puts so much weight on kills for victory. I get it's an easy straightforward thing to do, but all it really does is just raise expectations of killers.

    The way the system works right now has caused a lot of killers to firmly believe that 3 kills and 31,000 points is a loss. Like a hard, "why do I even try" loss.

  • @[Deleted User] said:

    Yeah but i don't get why you would say they have to sweat to outplay you with legion included.

    Killer has no chase power after first injury, which gives him decisive strike stun.

    That contradicts your second sentence. Legion has no power to outplay at a loop or avoid loops. Could you explain?

    All it takes is for Legion to catch up to the survivor, wait out the stun, and bam they're like 5 meters away. That's how most of my games against Legion go, anyways.

  • @HollowsGrief said:

    https://forum.deadbydaylight.com/en/discussion/comment/1781807#Comment_1781807

    Meanwhile, OoO is fine and doesn't need any changes. kekekekeke

    How would you change Object that wouldn't completely gimp it of it's purpose?

  • Someone on the youtubes gave a good suggestion for early game slow

    it went something like, gen speeds are reduced by a crazy amount until the first chase/hit was initiated. After that, the game goes on normally. I think this would be a good way to start the match, as some killers have to setup and others can just jump right in, it leaves both the ability to initiate the match without worrying about generator creep.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1781666#Comment_1781666

    It is a generalisation from both sides. All survivor are toxic teabagger and all killer are camping/tunneling. Both sides always run ds+ub or ruin+undying.

    The thing is extremes always stay longer in our memory than normals.

    It's so weird how the community(and I suppose the general population if we wanna pull it into real life for a moment) is influenced by such a small minority of players.

  • The community isn't some amorphous hive mind of the same 4 players teabagging you at every Decisive Strike, pallet loop and exit gate.

    Like I completely agree with you but you're exacerbating the problem by adding all this in. It's definitely a large portion of players who do that who are causing killers to quit for the day or swap to survivor, but it feels disingenuous to act like all survivors do this. I know I certainly don't and I look down on any survivors in game who do that.

  • I don't mind his curse, but I wish it had a duration, like even a stupid long one like two or three minutes that refreshed every time you ran over corrupted ground. At least then it'd feel like there was an end to the debuff. I know it's mostly just there for Phead's option to hook you or Gulag you, but maybe if there was some urgency he'd actually make the choice instead of piling up bodies to wombo combo half of Russia to Siberia.

  • A good counter for Hag is either a flashlight or purposely bursting her traps when she is not around. Though the latter requires a bit more map awareness than most, I find it best to deny her powers by forcing them to activate, she either has to give up her chase and try to stop me, thus enabling the rest of the team to do what they want, or she has to replant traps. If Hag can't reliably have a large set of traps to abuse, she ends up having far less global presence.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/208901/killers-need-to-stop-taking-chases-so-personally

    But they get bullied by survivors. They have to do what u don't like. Cuz u are doing things the killer doesn't like.

    It's this sort of meta-garbage that pits us against each other for no reason.

    Like we're all individuals playing a game, no killer is the same, no survivor is the same. My title is to be eye catching but I never say "all Killers." I'm pointing out the Killers that I've faced. It's all anecdotal at the end of the day, but the message holds true in general, don't take the game so seriously, you ruin it for others when you do so.

  • @Dabihwow said:

    says the one who runs, Iron will, DS, Unbreakable, and DH. Plus ultra rare flashlight add-on and purple flashlight.

    When have I ever said I run those perks and items? I hate DS, DH feels worthless, Unbreakable is way too situational, and my flashlight game is about as good as when I started(that is to say, terrible). I think I've blinded a grand total of six times, and they were all lucky.

  • NOED makes a typical end game high stakes. Scrambling to find the totem before the killer knocks down too many people, prepping doors to run away, rushing in for the save knowing full well I'll probably be sacrificed.

    Idk every time I see NOED pop up I say, "It's one of the boys!" And go into totem hunter mode

  • @brokedownpalace said:

    And to OP: it annoys me sometimes but mostly I just roll my eyes or laugh. IMO, if you run a killer around for multiple gens and they shake their head at you or hit you on the hook, it just shows how insecure they are. Rather than take it personally, I just feel bad for them

    I don't take it personally, I just see it often and I'm wondering why they take it personally. Like my skill in the moment is some sort of offensive slur towards their own.

    Like I said, I suck at chases, so I know that when I do well, it's either some big brain moment or(more likely) the killer isn't great at chasing and I happen to be in a good chasing spot on the map.

  • @Bard said:

    Well y'all seem to think you're about 60 IQ above me when you Dead Hard for distance off of a generator, click your flashlight macro, and then jump into a locker with DS, so forgive me if I celebrate when I manage to down an ######### like that.

    @RaSavage42 said:

    Killers have to put up with survivors who teabag after every pallet stun/drop... window.... strong loop

    Click flashlights at random times.... Wait till the last second to leave after "winning"

    So what a killer does some of that back at you... don't take it personally

    I don't bm. I find it incredibly worthless and I already suck at chases, why would I want to goad the killer into making my game a terrible experience?

  • @Unseen_Force said:

    https://forum.deadbydaylight.com/en/discussion/208864/fake-pallets-should-replace-snares-as-base-for-freddy

    When you get frustrated playing against him, maybe take a break, switch over to killer, and dish out some punishment with freddy to get some revenge lol

    That's not really an answer to a problem. That's just ignoring the problem entirely.

  • @MythMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1777936#Comment_1777936

    I try not to complain on the forums because:

    A.) If it's a balance or feedback complaint, the devs won't give a flying f**k what we think (they don't even listen to their own Fog Whisperers)

    B.) If it's a community/behavioral issue, people don't give a s**t.

    C.) If it's about literally anything, people don't care. The only thing we can do is say "hey, this is an issue" and hope people gain more than 2 braincells within their lifespan.

    Also, not trying to provide a counter argument. Just trying to say "I hear ya, but everyone deals with it and no one seems intent on stopping it, so why we bitching." 😞 It's a shame I have to say that. This game and it's community has gone to s**t. Shame too

    I see a lot of "counter" arguments here, which basically sum up, "Oh you think X has it rough? Well Y has it rougher so your point is invalid!"

    I may have read it that way, my apologies.

  • @MythMage said:

    https://forum.deadbydaylight.com/en/discussion/208901/killers-need-to-stop-taking-chases-so-personally

    And every time I take control of the match once I have the advantage by slugging and "tunneling" or by patrolling a high priority area that happens to have a survivor hooked in it, I'd rather not be berated for being a filthy piece of ######### that needs a life. Both sides are shamed for playing well. Not survivor exclusive, and no one is going to listen anyway

    That's not a counter argument to my anecdotal experience. That's taking what I said and ramping up the concept to metacritical proportions.

    I get the same crap when I do well as a Killer. This garbage just feels like the same idea behind keys, moris, and flashlights, only at a core value. "Don't try to be good at the game, you'll just be attacked for it."

  • @En3ermost said:

    I'll eventually unlock them with shards in the future. The Twins aren't worth any real money as of right now.

    They're very very weak.

    People need to stop throwing money at devs for mediocre and unfinished work.

    I've seen footage of them being played, they don't look weak. I think one of the only things I'd probably suggest is to have a faster swap speed going back to the big girl, and no slowdown.

  • You shouldn't ask if they're weak, you should instead ask if they are fun.

    Unfortunately I know the answer to neither of those points, so I couldn't tell ya either way.

  • Players who rat you out because the killer wants a 4k but they can't find you.


    The third teammare and I were trying to finish gens and generally keep away from the killer. The killer downs them and spends several minutes finding me, but never keeping far enough away from the survivor that I could reasonably pick them up. Eventually the killer picks them up, let's them kick off, and they rush to me to point me out and the killer downs me and hooks me, sends my teammate on a wild goose chase for the hatch before downing them and closing the hatch.

    Karma's a funny thing sometimes.

  • @IFollowScratchMarks said:

    Absolutely agree. With most killers, when they camp, I will go for a save. But with a Bubba? Nah, man. I'm sorry, but Imma stay on this gen. Hopefully if they lose one or two gens, they will leave the hook.

    Unfortunately, the people who facecamp have a sort of self-fulfilling prophecy mindset. Unless they're trolls, but trolls have short attention spans so those kinds of builds get boring real fast, so I think the majority of players who facecamp are just in a bad place in their mind, either just at that moment or due to consistent bad matchups over a long period of time.

    They already think gens get done too quickly. It doesn't take a lot to set one off, even if they didn't plan on facecamping in the first place. They'll facecamp because they think gens are going to get done before they'll get a kill, so they want at least one kill. By the time a player is dead on hook there's 1 gen left and they go, "See? Gens are done way too fast, I should have 3 kills by now." And so they just affirm their own bias. Gens get done too fast because they're camping, but in their mind the gens would have been done regardless of how much pressure they put on the map.

  • Make a longer post actually describing your interest in the character and maybe I'll respond in kind. Until then:


    no

  • I am reading a lot of these comments and I'm getting the feeling that they just aren't smart going against it. Every time I've used it or seen it being used, it's saved maybe three seconds at best. Most of the time it gets wasted in a dead zone in an attempt to get to another area, or just outright baited out.

  • Personally I think gens should have a ramp up system, maybe we could add more or incorporate different objectives, maybe even map-based objectives.

    My idea would be something that basically averages out the generator repair speed, so that in essence it's basically the same, but also a generator will naturally regress when let go, but not fall below a certain line unless damaged via perks or killers hitting them.

    So let's say the first 20% of a generator takes 24 seconds to repair, then the next 40% takes the standard 32 seconds to repair, the next 20% takes 14 seconds to repair, and the final 20% takes 8 seconds to repair. The generator will stop regressing at 20%, 40%, and 60% naturally unless a killer damages the generator by kicking it or with a perk.

    Map-specific objectives could be like:

    Ormond: take time to start the fire, otherwise the middle room is completely dark(and killers are given dark vision in this room). Alternate objective, grab 10 cans of gasoline and fill them up at the tractor and you will be able to break down an escape gate faster at the end of a match.

  • @Zender said:

    Are you saying that DCs and hook suicides should be a tactic adopted by the community in order to get the changes they want?

    I mean honestly the community has resorted to much worse.

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