Tsulan
Tsulan
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2870866#Comment_2870866
That wasn't my point in mentioning that they're a SWF. My point is that they would've gotten almost exactly the same value out of general meta perks and a good medkit, with the sole exception that Exponential gave them a couple extra pickups, because most of what they did in that video was achieved with skilled play and good callouts. There's also the point that we don't know how those killers played and if they bothered to snuff the totems at all, so it's a slightly shaky piece of proof that boons are OP on all counts.
Yes, all of those boons could be present four times at the same time. That doesn't really change anything since they're still balanced around being infinitely relit, meaning that they're still more subdued than the average hex effect. In fact, it's honestly a little better for you if more than one person is bringing boons (assuming as we are that it isn't CoH) since it means you can eke slowdown out of everyone, not just the dedicated totem jockey.
I'm not here to argue the hex point, though for the record I agree that they need a little tuning. I've got my own ideas for how to fix it, but that's not relevant to this discussion.
Actually they would have gotten more value if they combined CoH and a good medkit. Like far more value.
Ironic, how several people bringing boons is considered a good thing for killers "because they don´t hug gens" when this was the exact same thing Undying achieved.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2870870#Comment_2870870
We've known that for a very long time though. This basically gives us nothing.
There are still people that claim everything is fine, because they have instant survivor lobbies on a monday at 9 am.
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The stats show, that the survivor role is more appealing than the killer role. Way more appealing to the majority of our playerbase.
Now make with that information what you want.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2870845#Comment_2870845
I'm not here to argue whether old Undying or old Ruin were better than their modern equivalents, I'm just pointing out the obvious logical answer to the question you posed. You can agree or disagree with it, it's no skin off my nose, the more relevant part is that boons and hexes aren't directly comparable anyway.
I've seen that video. First of all, CoH was in that video and it did the majority of the heavy lifting when it comes to the value the perks brought to the table, and the majority of the value his team received in that video was being coordinated, skilled players on comms, not having all boons. If a team of randoms, or even just a less skilled SWF, tried that tactic they'd see dramatically less value out of it.
Why would I need to say those perks are strong? That's not what I'm arguing. The more pressing concern is if I'd say that Dark Theory, Exponential, and Shadow Step are significantly stronger than those perks, and for the most part, I would say no. Shadow Step is about comparable to the strongest ones on that list, it's definitely the strongest fair boon perk, but the other two are by no means stronger than pretty much any of those perks except maybe Third Seal or Lullaby.
Okay, now take into consideration that this isn´t a 1vs1 but a 4vs1. Means all those boons could be present 4 times at the same time.
Remember that the devs strive to bring solos on the same level as SWF. So the perks utitily shouldn´t be considered on how strong they are in a solo experience, but how strong they are in a SWF.
Fact is, that Hex perks need a complete overhaul. They are to much RNG, hex spawns are terrible and permanently losing a perk during the first 60 seconds of the match doesn´t feel right. Undying was a step into the right direction. But then the devs made a 180 turn.
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@Bwsted said:
From the link:
What the above table suggests is that around 3 am on NA East servers
It sucks for 3am gamers, but maybe not exactly the most representative sample, if I'd have to be totally frank....
Meanwhile, today, EU central 11:20 am
Killer ~ 1m10s
Survivor ~ 20s
In the end, no conclusions can be taken, as experience varies wildly between regions, time of the day and mmr brackets, plus all the implicit limits in the data mining method, that are actually explained in the article for those who cared to actually read it.
Actually, one conclusion is certain. Given all the knee-jerk reactions itt, it's quite clear a lot of people are eager to jump on the first wagon that fits their narrative.
Can you... repeat this test during prime time? Lets say 19:00?
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2870804#Comment_2870804
It's because while you were cleansing all four of those totems, the strong hex perk - let's face it, probably Ruin - was still up and active. After you snuff a totem, it is then inactive until set up again- all this assuming that the comparison even works on its face, which it obviously doesn't because boons and hexes are not the same mechanic and do not work the same way.
Are boons really significantly stronger than hexes? Can you argue in favour of that without mentioning CoH? Because the other boons are designed around being infinitely relit, from having an effective range both the survivor and the killer needs to be inside to having more subdued effects than the average hex.
What exactly was the problem with Ruin being up during all that time? It has 0 effect when survivors stick to gens instead of searching hexes. I´ve played around ruin so many times, completely ignoring it and repairing the last gen while it was still up. Killer can chase only 1 survivor. A killer who got any benefit out of Ruin would be a killer who doesn´t camp and tunnels. 2 things survivors constantly complain about. The original Undying Ruin combo was the best survivors could hope for. Yet people didn´t like it.
Back then, i called it, that camping and tunneling were significantly reduced, thx to Undying. People laughed and now we have always several threads that complain about one of those things.
Shadow Step + Iron Will turns the survivor for the killer into what Spirit was before her nerf. Even when Shadow Step isn´t meta, its still an incredible strong perk. Especially on indoor maps.
If slugging was more prevalent, then Exponential would be present in every match. I mean, i could link you a video of Spooknloopes where his team uses only boons, if you want. Showing how strong they really are.
Could you say, with a straight face, that the following hex perks are strong? Third Seal, Huntress Lullaby, Haunted Ground, Retribution, Blood Favor, Crowd Control, and Pentimento.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2870790#Comment_2870790
You're fully aware I meant that boons aren't designed around being destroyed.
No, i´m not aware of that.
Boons are significantly stronger than hexes. Starting with that survivors can set them up where they want, over multiple boons sharing the same spot, over all 4 survivors being able to set them up over the map and ending with that they can be relit as often as survivors want.
I´ll never understand why the devs think that cleansing 4 hex perks was to much for 4 survivors. While they shortly after release boons that the single killer has to cleanse (especially considereing that the killers time is way more precious), are considered totally fine.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2870773#Comment_2870773
That screenshot explains it right there- hexes are meant to be strong perks that can be destroyed. Boons aren't.
Old Undying isn't comparable even to CoH, they're different problems.
Boons aren´t strong? So they should be buffed?
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If Hex perks are considered strong in the devs book, then what are boons?
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@HeyItsQuiet said:
https://forum.deadbydaylight.com/en/discussion/comment/2870642#Comment_2870642
Incorrect. The cage rescues are an alternate way to remove the tormented status besides being caged yourself, and it also provides a massive shortcut for PH in eliminating the need to carry a surv to a hook, eliminating the risk of being blinded or hook sabo, etc. They aren't trivial.
The devs still won´t change this. The whole cage thing was a test. They implemented the cage skill checks for the struggling phase, but apparently they were not happy with the rest of the cage performance. Or they would have changed hooks in favor of the cage.
Lets face it, hooks will stay just as much as camping. Because camping was a planned game feature from the beginning of the game.
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@HeyItsQuiet said:
https://forum.deadbydaylight.com/en/discussion/comment/2869348#Comment_2869348
I'm not suggesting a perma-break for hooks for the entire match. I'm saying a very brief brief hook respawn period that prevents the killer from using that same hook immediately if they're facecamping.
The way they chose to implement a teleport with PH's cages if he stays in close proximity proves they CAN prevent camping. They just don't want to.
Because unhooks should never be riskless. The cage turned rescues into something trivial.
Especially at the end of the game. The cage could spawn next to a powered gate.
That's why the devs don't change this.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2869468#Comment_2869468
Ah yeah. I was thinking about PTB.
and that is pretty much this or next Tuesday as Sadako chapter was (almost) three weeks ago?
Maybe next week.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2869468#Comment_2869468
Feels like it came out a while ago tbh this chapter just feels forgettable in a way
Yeah most (if not all) streamers changed their mind on the last killers tier. We´ll see how this will affect the mid chapter.
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@Mooks said:
Possibly this Tuesday, but it’s not officially confirmed right now.
also they haven’t confirmed if GF and Legion changes will be part of this midchapter at all (though i guess at least one is likely…)
@Nathan13 said:
hopefully on Tuesday.
Mid chapter is still a month away. Sadako Rising was released like 2 weeks ago. So don´t get your hopes up yet.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2869380#Comment_2869380
B-but then you could actually hit the survivor you want! Can't have that because that isn't fun for the people that matter is it?
Survivors can hit other survivors?
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@MissBehavingX said:
https://forum.deadbydaylight.com/en/discussion/comment/2869395#Comment_2869395
Oh yeah that too, I've been held hostage by survivors and never by killers, this should be a thing too
Exactly. Getting held hostage by teammates happens more often. At least to me.
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@MissBehavingX said:
I think it makes sense, it rarely happens but it would have to be a minute or maybe more, not seconds.
https://forum.deadbydaylight.com/en/discussion/comment/2869380#Comment_2869380
Cause no survivor traps a killer in a corner, the killer can just hit them and down them. Sadako does tho :P
There's no use for killers to run through survivors if they are idle/not moving, OP is not talking about passing through killers when they block a pallet, they're talking about actually preventing the survivor from moving and taking them hostage, the killer is just standing in front of them for a long time, not moving and not letting the survivor move, that situation doesn't happen the other way around
And I'm not talking about killers passing through survivors.
Survivors can block other survivors.
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Why not add passing though survivors as well?
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@HeyItsQuiet said:
https://forum.deadbydaylight.com/en/discussion/comment/2866714#Comment_2866714
This, or Breakdown being made into a game mechanic, with a cooldown that's brief, but long enough to prevent face campers from using the same hook. If they wanna camp, they gotta go to the next closest hook.
There was a breakdown bug that permanently prevented hooks from respawning. Resulting in complete areas with no possibility to hook a survivor.
Guess what happened.
Survivors were slugged and bleed out.
That's what your idea would bring us.
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It's fascinating how survivors have long queues on one hand and leave rude messages after a match (independently of how the match went) on the other.
Do they expect that the queues will get better the more they BM?
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Having more killer variety is a reason to quit now?
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No bug. You have to position yourself in a way that you don't get hit by a chain. After avoiding one, there is a small window where you can solve it.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2866641#Comment_2866641
30 minutes? Are you facing with baby survivors? It should be min 60 minutes
I was being kinda optimistic with my estimation.
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@BadZilla said:
https://forum.deadbydaylight.com/en/discussion/comment/2866088#Comment_2866088
Playing a new killer doesn't mean you're new to the game and it means you know how to play killer so you will be matched against decent players because matching you with new players is unfair for them
But that was the whole argument about having a separated skill rating for every killer. That people could pick up new killers and play against "easier" players instead of facing red ranks.
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@MikaelaWantsYourBoon said:
I actually liked idea, nobody will get hurt. Killer has second objective (optional). If killer using it, this mean they are playing without one meta perk. Killer should keep this add-ons after trial. And it should be max 2 add-ons.
I had similar idea for survivors. This perk will protect their item and add-ons if they die. They will keep it after trial. We already have offering version, i would add perk version too.
It would also apply some early game pressure to both sides. Who will reach the chests first can loot/destroy them.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2865822#Comment_2865822
Front roof, no. Front windows, yes.
Can´t wait to get looped for 30 minutes around this!
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@HexDaddyissues said:
https://forum.deadbydaylight.com/en/discussion/comment/2865587#Comment_2865587
- Just because you don't see it doesn't mean its not happening. not every killer will get 4 hooks every game, reasonable? maybe not. Understandabl?, yes
- and? isn't that the point of the game? to SURVIVE
- there was a post the other day demanding the devs nerf Spine Chill
- !!!
- . True, can't stop it, really
- !!!
- nope. I mean people seeing someone select a claire redfield from the start, ready up immediatley and not change a thing, only to get tunneled for choosing claire. I get last second switch, cause thats scummy, but there are killers out there with grudges against one specific character and decide "Hey look, a Jeff. I hate jeff and now i'll tunnel them for no reason other than because they picked jeff"
Finger guns
- To put this into perspective. A killer getting 4 hooks through the match is the equivalent of survivors completing 2 gens through the match.
- Oh a 15% higher escape rate is something huge. If a killer had a 15% higher kill rate, then people would call for hard nerfs.
- Perhaps from a new player.
- I still don´t understand what you were trying to say originally.
- ...
- I still don´t understand what you were trying to say originally.
- I mean, if a Nemesis tunnels a Claire, then thats just the killer being fully immersed and roleplaying. Especially on the RPD map.
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@HexDaddyissues said:
https://forum.deadbydaylight.com/en/discussion/comment/2865149#Comment_2865149
and i see killers complain about:
- getting 4k by any means, including tunneling, facecamping, etc etc at the cost of enjoying a round
- survivors coordinating with other survivors
- survivor perks
- survivor playstyles
- tea bagging
- booping
- ive seen killers complain about survivros just because they pick a new character in the lobby, and or something even less understandable, playing a specific character at alll
I could go on and on about what killers have issues with, which is litterally everything a survivor does or could do,. Scroll through the forum, take a shot for every post that complains about survivors and yo'll likely get liver failure withing the hour. Take a shot for every survivor complaining about killers and you'll likely get a good buzz going.
So again, my point is that however you killer mains have convinced yourselves that you're the unequivocal martyr of the DBD realm, it goes both ways.
There will never be a way to keep everyone who plays this game 100% happy or make it 100% balanced. The least people could do, though, is get over their selves and play the game without nitpicking every single Gdang thing the survivors/killers are doing
Okay lets see:
- never ever seen a killer complain that they didn´t get a 4k. Only seen killers complain about getting barely 4 hooks before the gates are powered. Which is a reasonable complaint. Don´t you think?
- SWF have a 15% higher escape rate. (devs never specified on which ranks, if its across all players, then high mmr survivors are most likeley to escape far more often).
- Only seeing complaints about DH and CoH. Which come along with Corrupt, Undying and Ruin complaints.
- ???
- BM is being complained from both sides equally.
- ???
- you probably mean last second switching. See, when survivors last second switch to 4 flashlights, than that killer knows this won´t be a nice match.
And as you said: *finger guns*
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Simply because most offerings are useless:
- more fog - like for what?
- more/less space between hooks - unless 4 people burn the same offering, there is absolutely no noticeable difference.
- 50% bloodpoint bonus in a category - oh cool, i´ll get 12k bloodpoints from a 3k offering, that requires me to max a category so i can earn 1k net bonus bloodpoints. So much worth it!
- moris - a finisher animation that costs 8k bloodpoints and only saves me the walk to the hook.
- map offerings - get overwritten and are lost when someone else also uses one.
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@HexDaddyissues said:
https://forum.deadbydaylight.com/en/discussion/comment/2865166#Comment_2865166
killers generalize like they're getting paid to
""EVERY GAME IS DEAD HARD AND BORROWED TIME", "I'M ALWAYS GETTING TEA BAGGED" "UGH EVERY SURVIVOR BULLIES ME AND ONLY ME"
has the same energy as "Girls don't want to date nice guys"
Which is kinda ironic, considering your nickname.
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Why compare corrupt to DH? Because killers struggle even with 2 or 3 slowdown perks?
Why not compare DH with its killer version: Coup de Grace. Which is heavily restricted on its uses.
Remove those restrictions and let the killer use it every 40 seconds and watch how the forum starts burning.
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What do you mean, you don´t like 50 shades of the same charm?!
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This is the Victory Cube all over again.
We´re getting back in time here.
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@Mdawgu said:
They recently said in a Q&A that a replay system is impossible with the games current infrastructure.
Impossible like turning a p2p game into a server sided one?
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@GoodBoyKaru said:
We are constantly improving totem spawns with each new map and updated map 🥰
It certainly improved from the survivors perspective. Making it far easier to get rid of those pesky hexes.
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@rabldong said:
The killer will be always right up on my ass and facecamp/tunnel me. I am fine as long as other 3 survivors escape. Sounds like a good strat
Sounds like a deal.
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DbD is considered a Party game. To play and have fun with your friends. Which is balanced around the new player solo experience.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2857660#Comment_2857660
It shows the survivors the perks, items, and add-ons used by each player and who is using them.
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2857660#Comment_2857660
https://us.v-cdn.net/6030815/uploads/AUYWIO7FPFRU/image.jpeg
It looks the exact same for the killer too, except it doesn’t reveal which perks the survivors have equipped or add-ons are on the survivors’ items. It replaces those with covered cards. So killers still get to see the rarity of the survivors’ items. Neither side can change anything once queued, and if all five players are found, the match starts in five seconds (which it usually puts lobbies together immediately).
Pros and cons for both sides, but 100% better than what we have in the base game.
Thank you both!
Really interesting!
Yeah, its a shame that we don´t have that in the normal game version.
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@GoshJosh said:
https://us.v-cdn.net/6030815/uploads/Q0P4RJGONH8E/image.jpeg
Even better though: why do we not have the DbD mobile lobby yet?
What is different in the mobile version lobby?
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All the skilled players that mained her switched to Blight or Nurse. Since survivors with headphones know exactly where she is. Which is a downside in comparison to the IW meta.
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Ok it is official!
I am not longer able to differentiate between sarcasm nerf threads and real ones.
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@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/2856234#Comment_2856234
I mean, that would technically put it in line with all the other Exhaustion perks (besides Head On).
Highly mobile and ranged killers would potentially be able to react to it while all the basic M1 killers would remain as powerless against it as they are against all the other sprint perks.
I'm a bit skeptical with what they really can do about DH without nerfing it into the floor. Keeping the I-Frames with validation (allowing dodges on reaction instead of prediction) just lets the perk continue being a third health state. Keeping the distance, while probably the lesser of two evils, would be kinda boring.
Thats why i think its the most probable "nerf" it will get.
Since everything else would make it useless.
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@anarchy753 said:
They said last Q&A they were looking at changing it.
However with their track record of changing perks (cough, circle of healing, cough) I don't know that we can expect anything more than a slap on the wrist for dead hard while they pat themselves on the back for doing a great job.
@Chocolate_Cosmos said:
They said they are looking into DH and will be reworked / changed in the last Q&A if I am not mistaken.
At this point, i fully expect a rework in the style of "we heard you and removed the iframe from DH. Instead the survivor will just jump 3 meters foward"
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2854364#Comment_2854364
Billy could use a few tweaks to make him feel less clunky, but I feel like he is mostly fine. Nurse is busted when played by a good player that knows how to use her.
What about good Billys? Are they suddenly also busted?
The argument that good nurses are busted isn´t really a valid statement for me. Simply because the amount of good nurses is so incredible small.
Her kill rate is already the lowest one and i firmly believe that it would be even lower, if some survivors didn´t instantly disconnect/suicide when they face her. Instead of learning how to play against her.
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@legacycolt said:
Well, since everyone is playing nurse now, dead hard is a requirement. The day this perk gets nerfed, I will run sprint burst and die-go-next on every single nurse.
What a sad way to play the game.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2854239#Comment_2854239
With this many posts I wonder how is it possible you don't have a thread about dead hard.
My threads usually die pretty quickly. So i only make a new thread, when there is something no one else is talking about. Whiiiich leads then to the thread dying quickly.
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@Shenlong1904 said:
Cause everytime i face a pinhead i brought a rare item or have a build based on an item and i dont wanna drop it cuz i hate randoms stealing my #########
But the box is so shiny and emits a nice melody!
Whats not to love about it?!
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Your thread just made me wanna open my own thread about DH.
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Nah, I'm terrible with her.
But I enjoy Pinhead.

