UndeddJester
UndeddJester
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There is no entity... there are no generators, hooks, or sacrifices... there is no such thing as tunneling, slugging, 4ks, escapes, teabags, grades or MMR...
There are only curves... and those too weak to hit them.
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@ChaosWam said:
It's gotten so bad in my games I feel like it's required to tunnel out anyone actively trying to FTP+Buckle Up against me just so I have a shot with the other survivors, otherwise it's too much of a risk going for anyone else.
I feel its a perfectly fine reason to tunnel someone. I don't tunnel as a rule, but it's a broken combo, everyone knows it, if you use it, you bring it on yourself :D
The only time the complaint holds water to my mind is if someone uses it to prevent an existing tunnel.
I feel like the Killer's handbook for survivor consists of 1 rule. Don't give the killer a reason to tunnel you 😏
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Would you believe I had a spate of really rough games today, and the 1 fun game I had in 20 matches was against a Skull Merchant?
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I did just think of 1 problem with the hack idea that is worth bringing up.
If we make it so that you can hack a drone to remove a stack immediately, it means getting scanned can be immediately undone by simply hacking a drone... This means a survivor wants to disable a drone, they can freely run up to it ignoring the beams and just eat the scan then immediately remove it.
We can consider putting a minimum time after getting scanned, but the idea would be to make her power less confusing, not more.... that said I can't think of a way of doing it without making it more complicated...
My revised suggestion would be:
- Make is so while you are on Skull Merchant's radar, the scans on the HUD are coloured red.
- While on the radar (scans are red) your number of scans is locked.
- Once the scan ends your scans on HUD returns to yellow.
- Hacking drone while yellow now removes a stack.
The scan duration is 12 seconds, so that's basically equivalent to you cooldown, you can't remove a stack while you are scanned seems fair, and since disabling the drone already can be seen by SM, this is likely a fair trade off.
This has the nice side effect of also making it clear to survivors that they are on SM radar at a glance.
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A combination of emotes and symbols would be my choice, as they are usually a pretty good route towards avoiding issues around translations across regions like Europe...
I'd have them flash up for maybe 1s and only be visible within a range of say 16m. Symbols appear above the survivors head, and the survivor play an emote. This symbol is obstructed by LOS blockers, that is important otherwise a lot of aura related perks become pointless.
If I werent on my phone I'd mock something up, but something Metal Gear-edk is in my minds eye:
That list is pretty good in fairness, would hit most things you would need, can't think of extra ones
- Escape Man symbol with an arrow pointing to him. Same gesture as the "follow me" one we have now.
- Red Cross for "I need healing". Gesture of leaning forward and holding their arm.
- Yellow Exclamation Point for "Danger". I'll say Point for now, bit you can fun with this xD
- Big white up arrow for "Go away". Point is pretty... on Point.
- Halt hand in white, with similar gesture for "Stop that!"
If the in game icon is too distracting for immersion, at least play the animation and put the icon quite prominently next to the survivors hud picture.
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Last I heard was Nov 2023 where BHVR are still analysing the data here:
@Mandy said:
Whilst the testing is finished, the analysis of the data and the feedback is ongoing. When a decision is finalised we will definitely let you know.
Hopefully we get an update soon, cause I still veheremently support this change.
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@Xernoton said:
I wouldn't use it and I'd mute it by default. I am not going to listen to some 13 year olds screaming slurs into their vacuum cleaner or telling me about the things they will supposedly do to my family members and I reckon I am not alone.
This however would put me and my entire team at a disadvantage because the game would need to balanced accordingly. It would only open up more ways for solo queue to be awful and destroy any traces of balance that we have in this game. There is also such a thing as a language barrier and background noise. If someone is not fluent in English (or whatever other language would be used to communicate) then the voice chat wouldn't help them at all and they'd be at the same disadvantage as someone, that has it muted. Background noise would also cover important ingame sounds like cues that a killer has fully charged their power etc.
There are a lot of reasons why a voice chat has literally never fixed the solo queue issues in any game. A chat wheel would be way less prone to any of these flaws.
Definite support for a chat wheel... and more emote/taunt animations. Asking for character voice lines is probably too much, and liable to being spammed, but I'd much MUCH rather more emotes than voice chat. I similarly would perma Mute in game voice chat.
Would be a good thread to explore exactly what emotes and wheel chats we would want.
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My guilty pleasure is Workshop Grease on Pig... the 50% faster ambush feels filthy when you Bamboozle a survivor with it... It messes with your ambush timings, so is not good to rely on... but damn is it fun...
With combat straps it feels like we've been doing our jump squats, drinking our juice, and all those days of survivors exploiting our weak dash and kicking sand in our eyes are over 😏
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651579#Comment_3651579
My main problem with her mori is that it lacks originality. It's Freddy's mori in worse. She sets up a drone for the mori that does absolutely nothing. Literally nothing at all. It has no purpose other than making it slightly different from Freddy's. On top of that, the survivor screams when they go down, they scream again when they stand up, then they scream again when she touches them as if they didn't know she was there and then they scream when she finally kills them. That's 4 screams! That's a little overkill, isn't it? I like Freddy's mori for it's simplicity but Skull Merchant's lacks this too.
The problem with her lore is that there are so many things in there that don't go anywhere. It's mentioned and that's about it. It's like they couldn't decide which direction to take her and then went with everything at once. Her default outfit doesn't make sense for her. It's neither stealthy (which is what her power partially focusses on) nor does it suit her power in any way. She looks like a mercenary but she also has a glittering mask. Probably to show us that she's rich?! In which case Doctor must be the richest man alive, if we consider the electricity prices.
There are a lot of good ideas in her design, that could all work out, if they were fully fleshed out. But it's so many that they can't do that in a single killer. Take one thing and focus on that, then build her lore accordingly. That'd make her more compelling. A business lady gone mad could work perfectly fine. But then they'd need to focus on exactly that and not a billion different things.
While I don't agree with every statement dude, it's nice to see a civil Skull Merchant discussion.
Mori - I don't hate her mori, it has very much the nasty strike from behind, clasp the mouth, drive the blades up and through the torso, something like an assassin's stealth kill, I can see that mori done on Game Of Thrones or something similar. Freddy's strike is a little more supernatural and unrealistic, which is fine for the fact he himself is supernatural (although I wish they'd give his and many mori's some much needed TLC). The drone is a bit goofy I will agree and yeah the screams are silly... if it were me, I'd have had the drone do something a little cool, like from her trailer, shine a bright light in the survivors face to blind them as she approached, show it from the survivors perspective as she steps from behind the light to grab their cheeks over their mouth, dig her metal nails in, then jerk their head forward as she nimbly slips behind for the mori to mostly play out the same... but I feel like moris are different enough in tone and feel... but I get the disappointment.
Lore/Outfit - Her lore is a little chaotic and bloated, that's fair. I'd probably have fun trying to rewrite the lore to be a little more structured and darker, but I like some of the ideas.
The suit is kind of practical I guess... but yeah, I do feel her base look is lacking. She has made up a lot of ground in my mind with her cosmetics she has gotten some pretty cool cosmetics. I like the purple haired one with the toothy mask, and I combine that with the body from the battlepass or the more recent Fire Moon outfit, a strong cosmetic SM looks pretty cool IMO.
So yeah I do agree with everything you've said really, I would love a pass myself at her just to clean up a few things to make her better, cause I do see a lot of cool things about SM... but there are blemishes that I understand culminate in distracting from her a lot
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@CrypticGirl said:
There are plenty of reasons for throwing on hook, and people will keep doing it as long as DC penalties are stacking to the ridiculous levels that they currently do. They really need to put a cap on it so it doesn't get to that point.
Yeah, I had a match this morning where I threw on hook. Because all three teammates were crouching all the way across the map, and no one was making a move to come for the save. So when I got close to second phase, I took my one chance to kobe and then let go from there. Why should I keep hanging around when the teammates can't be bothered to save?
Oddly enough, when I spectated, and one of the teammates got hooked, they were saved right away. Truly baffling... 🤨
Thing is though, that isn't completely unreasonable. You actually used the mechanic for its intended use... trying to escape when abandoned to die.
You may be reported for giving up after that, you may not, but if reporting was enabled and taken seriously for things like this, one game like this wouldn't be a bannable offence.
It'd be something that only mattered if you repeatedly SoH where it should flag up, and that would be how reporting for SoH should work.
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@Krazzik said:
The only thing that may curb this behaviour is either to remove freeing yourself on hook (unless you got Deli), or simply take a harsher stance against those who give up and ruin games. If there were noticeable punishments for this sort of thing, it would drastically decrease.
Until I found out that it was not a bannable offense and I was just clogging up the report system, I used to report Suicide on Hook players as "Griefing - Assisting the Killer" or "Unsportsmanlike Conduct - Refusing to participate in normal gameplay".
I am sure majority of players still make this mistake... and tbh, I can't really think how you can call SoH anything other than Unsportsmanlike Conduct when the examples are "AFKing, rage quitting, idling, and refusing to participate in normal gameplay"... SoH satisfies at least 2 of those conditions.
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The hack idea is good, that is a dead cert should be added mechanic. CD is fine.
I'm not necessarily against the deploy delay. I myself have considered that she takes a second or so longer to deploy a drone, just to limit the ability to effortlessly close off a loop in chase. The problem I have, is I don't genuinely think she is that strong without it... and the real issue, is I don't think anything that is done to change her would change how the community feels about her.
I'm not convinced even a total rework would help her, the hive mind has spoken, the character is irredeemable by virtue of the fact she isn't a rush killer like Blight, Wesker, Chucky and now Hillbilly. Any deviation of this style of design, killer sucks.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650475#Comment_3650475
Bit off topic but basically it wouldn't do anything except be an inconvenience. The most often complaints we hear is shes "braindead" and that she forces "hold W to counter".
As you said it'd still force survivors to leave the loop as said artist would only have to aim in a different direction, which wouldn't address the complaint. Further is that a counter swfs or autistic teammates can do is run in, grab idle birds, and run off. Doing this effectively forces the artist to make a choice of try and shoot the helper or continue the loop as a temporary m1. Currently since idle crows swarm, this tactic atleast comes with some risk, without swarm, it's just a pain, not op or anything, just a another thing to go "really?...". We can also do various tricks, while impractical when serious, are fun and hilarious to pull off that required swarming from idles (ex: leaving one at the long drop at the meat plant and one aimed at said drop). We don't wish them gone.
Pulling back on topic, your first line:
Bit off topic but basically it wouldn't do anything except be an inconvenience. The most often complaints we hear is shes "braindead" and that she forces "hold W to counter".
This is basically the primary complaint of Skull Merchant. The issue I have with this mentality is what is the alternative? Another rush killer?
The problem with any non-rush killer is holding W is quite effective against them... high skilled Survivors constantly complain about killers they can only hold W against... while ignoring the fact that a lot of killers lose quite a bit of time to survivors just holding W.
Then almost oxymoronically the complaints then are "I only see Nurse, Blight and Wesker every game". Of course you do... if you're good, you hold a non rush killer at a loop, and the moment the resources at that loop are spent, you then hold W to another loop, especially if you can get there without taking a hit. Of course that's what you should be doing... if you can do it, you'd be stupid not to... However the rush killers can catch you as you do this... non rush killers cannot. The only way a non rush killer competes is to either be ranged... or they need a power that blocks off the resources at the loop to make you leave on their terms, not yours.... but then people get upset at no skill, boring killer, etc. Like this is basically the gameplan of Trapper... but without being crap (love you Trapper <3).
I personally have only played the game while all this variety of killer is in the game, so I guess I'm kinda a blank slate on what I think the game SHOULD be... so these strong anti-loop killers are not really something I hate... because I guess I don't share this notion that DBD should be all about mechanical skill expression at loops.
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@MikaelaWantsYourBoon said:
She has 70% kill-rate. And dcs are not even included, probably she is even higher with them.
It's obvious, survivors are refusing to play against her. I doubt she is that strong, it's just survivors don't want to play against her.
And this brings us to this question: Do you think BHVR is fine with her and just gonna ignore that or she will get another big update? What do you think?
When you say DCs are not even included, what do you mean exactly? Matches where someone DC'd aren't included? Or Bot kills aren't included? Also source? I missed where that was stated.
Her issue is that she has a minor degree of slowdown/potency from working around her traps (so like Freddy, Sadako, Pig, Pinhead, she outperforms because the low to average players don't know or care about how to work around her power), and she also has anti loop similar to Clown, who is similarly disliked, but due to his lack of slowdown, there are few calls to delete him.
She is nowhere near 70% strong. My assumption is that her kill rate is effectively an organised protest from survivors suiciding on hook whenever they see her to inflate her numbers so that she gets nerf batted to oblivion. To me this looks like a similar hate campaign as what Freddy had back in the day, which resulted in his butchering much to the lament of players like @GeneralV. Survivors hated the character and review bombed the game to get the character they didn't want to learn against removed... even though mechanically Freddy was OK... even on the weaker side for people in the know.
I am hoping the community grows up a bit, and realises there are way more egregious things in DBD than Skull Merchant in her current form, and we don't get a killer (who is actually fairly pleasant to play) Freddied... but given she doesn't even have the license interest to protect her... I feel like her getting Freddied is quite likely.
That said as long as she keeps her scan based radars (I really like the modern stealth and active drone setup), you could take away ALL of her haste and hindered effects, which would gut her completely, but I'd still have fun just playing around the scans, radar and stealth. If that has to happen to stop the Survivor whining, I'll enjoy playing her in low MMR.
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@ChaosWam said:
My biggest argument to balance her, or really any killer, is for BHVR to add a better system for learning the game, killer powers, addons, etc in an organized compendium for players to look at when they get stumped over a killer or perk, maybe even have it give out an alert when something is updated like how the shop has a constant (!) when there's a new item. Add it to the main menu or loadout screen before finding a match even. Could be something to read over while waiting for a match too.
Figuring out how a killer works is usually the biggest reason survivors die to them constantly, as far as I've been told. Some survivors still think SM drones are the same as before.
Exactly this.
The recent killer stats demonstrate the issue quite well I believe for balance... the majority of players are low to mid tier, and the high skilled players are rare.
Tactical killers that invoke time management for survivors perform far better against low to mid survivors, but poorly against high tier survivors who know what they're doing. Low level killers can still get value from their power in the the low ro mid tiers, because mechanical skill isn't where these killers get their strength. Pig, Sadako, Freddy, Pinhead, Skull Merchant (even if her KR is inflated by toddlers) all of them include a side quest that the survivors have to deal with... and the low-mid tier survivors can't handle it effectively... but in high tier all these killers struggle mightily to do anything...
The skillful mobile killers on the other hand are much better in skilled hands vs. High level survivors, because they can keep up and actually apply pressure. Nurse, Spirit, Blight, Wesker, they all have the ability to catch high skilled survivors at loops effectively. However in low to mid tiers, the players playing these killers don't have the basic levels of skill to apply their strength properly... so they fall behind... and since that's the bulk of the playerbase, the top tier killers perform poorly in majority of games.
This means that tactical killers that exert slowdown sit at a comfortable 60% killrate, because they don't take much as much skill, and the survivors they face aren't good enough to beat them...
The mobile, dash killers sit below in the 55%-range, because the killers playing them aren't good enough to fully exploit their strengths. The killers lack the skill to play effectively, so their survivors outplay them more often.
So the issue is because the bulk of the playerbase is low to mid skill, the low skill requirement killers score well against low skill survivors, while higher skill requirement killers are scoring poorly... despite the fact objective the higher skill killers are better.
Edit: I suppose there is an argument to say, the killers you tend to go against is a natural grading system...
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649844#Comment_3649844
Imo, it's not that serious. You dont mind, others do. They still lost players. They are still losing players. People are upset over the 1 week fomo cosmetics. It has nothing to do with BHVR's reasoning. Adding the event without the cosmetics would have been the better move. But insight with BHVR is basically non-existant.
After stewing on this whole thing while the forum has been down... I acknowledge that I'm quite vocal against FOMO... possibly overzealously so.
The concept just does not click with me, and in hindsight I tend to disproportionately fly off the handle and rile myself up about it... possibly as a (potentially) incorrect assumption of greed and entitlement.
So with that in mind, even if I dont agree, I applaud your level headed and factual response. Well done sir.
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Doesn't this basically mean that at the highest levels of play, a survivors chance of is pretty close to 50/50?
Also is this an individual survivors chance of survival? If so, this doesn't show how many other people died in that same match... Thus this can't be interpreted as a 48% chance at high MMR for 1 survivor to die... I'm not sure what value I would actually expect here.
I feel like I'd like to have way more data to really understand these values.
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@Lixadonna said:
There is no such thing as High MMR.
... There are only 4ks... and those too weak to attain them..
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@Rebecca1InTheChamber said:
I don't know, I think compared to other games, DbD has a fairly low skill ceiling, mechanically it's pretty simple, and I feel like perks and killer powers aren't complicated to explain or understand. The most difficult thing is learning tiles, but even that isn't too hard to get after some time
An interesting point of view, I would argue a game that requires over 1000 hours just to no longer be considered a newb, and a game where even a tiny inefficiency in positioning and movement can cost 10s of seconds for either side to be quite a significant skill ceiling.
It feels like Chess to me, something you can get the idea of and progress quickly, learn a few key moves and openings/playstyles and artificially climb with that particular strategy, before then hitting a wall where suddenly your strategy doesn't really work anymore. You then have to start expanding to learn new strategies, where you take an initial dip as you learn, and then constantly rubber band up and down and keep learming and tryimg new things...
Eventually you get to point where you have seen majority of combinations and strategies in play, and have a pretty solid idea of everything... and that's when you get REALLY good... but you'll never truly master everything, there will always be something someone can pull to surprise you and catch you off guard.
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Blight can't wound on his first rush and thus is map dependent is my thinking.
Not every tile is good for bumping, part of the skill of Blight is to know when/where you can bump and when/where you can not bump. If he becomes a 4.4 killer, it means he has to rely on his power a lot more to score downs, and because you have to bounce first and can't freely turn around obstacles, it'd makes him vulnerable to certain tiles and maps becoming particularly troublesome for him.
Spirit on the other hand can rely on her power quite consistently regardless of map. There is no tile configuration that prevents her using her power. Other 4.4 killers like Huntress and Hag are the same. They rely heavily on their power, so it has to work no matter how the map is configured. This is also the problem when balancing Nurse.
I suppose the easiest way to think of it is imagine a circular loop in a wide open area. Spirit's power still works here and she remains largely unaffected. Blights power however... does not, and he can only walk the survivor down with nothing to bump off.
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@sharpef3rn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649487#Comment_3649487
I was more explaining how that response doesn't really address the main issue with my post.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649489#Comment_3649489
Lunar new year. Which I am now retracting my sentiment because although I was told it was DRAGONGIFT it is apparently DRAGONYEAR
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649505#Comment_3649505
I can understand because its the feeling that BHVR doesn't care. If you play the game on a super consistent basis to the point of having all tomes maxed out and your week long break encompasses the entire event for exclusive content, it feels like a slap in the face. Did they do it to attack you, no but you assume they knew that an event that short would screw over some of their normally very active players especially having it centered around a holiday. So not playing while you still feel angry towards the company seems legit
@aerie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649505#Comment_3649505
i mean i can get why this feels like a kick to the teeth, there is no reason this event should have been this short. i do agree with you if they stopped playing though, they probably were already at wits end with this game. doesn't make them any less valid though.
@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649505#Comment_3649505
Nah, its not 'the' reason, but another they added to the list. Not liking the game live, but mostly just playing with a few friends and bots in customs.
Dbd just doesn't seem to be very 'new player friendly' like it might have been in the past. Regardless of what kind of player you might be, you will still meet all the problems with the game head on, and I'm not talking from a locker.
Sorry about your fam, but also TMI.
Well the point I'm making, is that BHVR explained why the event was short. It's the first they've tried this kinda thing and: -
- They had concerns about splitting the player base between 2 modes.
- They weren't sure how modes modifying gameplay will be received so didn't want it to stick around long.
- Are testing the waters and will do more of these based on how this goes... it's a test run.
They didn't want to set the event for a long time in case the event was a bust. Given those concerns how long should they set it? A month is too long if those things become a problem. 2 weeks still has the same issue if someone takes holiday anyway. As a test run, their choice of a week is not unreasonable to my mind, and rewards for people who take part and provide feedback seems reasonable.
I have far more reason to have FOMO because at least others who couldn't take part were doing something like having a holiday. Yet I ain't mad about it, cause I understand their reasons for doing it, and I can't expect BHVR to stick to MY personal schedule.
Sometimes you miss out on things, you don't get everything you want all the time. That is life.
I'm not trying to attack anyone, but people really need to grow up amd stop whining about "FOMO" just because they missed a particular T-shirt. There are so many cosmetics available that can be acquired for free in this game, anyone who feels like they have to own EVERYTHING in the game to not throw a hissy fit about FOMO comes across to me like an entitled brat.
EDIT: @sharpef3rn just to be clear, not targetting yourself with that, posting about your disappointment is fine. Being disappointed and wanting another chance at the tome later is all fair.
I am talking specifically about arguments of FOMO and claims such as "they manipulate their player base" and "they don't care about their players". Those kind of claims are completely unfair and inflammatory.
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@Spare_Them_Mori_Me said:
A few of my friends took two weeks off for family stuff and this was what they saw upon returning. They've since ceased playing this game. Sigh.
Erm... as someone who also missed the event because I have had family to look after followimg their discharge from hospital... it seems like they don't like the game much if missing a few cosmetics is all it took to completely quit...
Does a virtual wardrobe really mean that much to people?
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648975#Comment_3648975
Its EXTREMELY minimal to the point its non-existent. This is all demonstration numbers but its like this somewhat
Lets say your base MMR is 10000, the killer you're playing would + or - say 750 mmr points. So my MMR on Nurse could be 10000 and Im amazing but on Huntress who I rarely play and when I do I lose, my MMR would be at 9250.
Sure I may lose every single game I play on Huntress, but the MMR only factors in the killer by a very tiny amount so while I may occasionally run into slightly worse survivors they're still gonna be at the top of the totem pole
Fascinating thats how it works... and quite illogical. Skills on killers certainly do not transfer universally.
Rather than scrap MMR (see the madness of the PTB for how bad that would be), this is a factor of it that should be fixed.
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I actually like pretty much everything there. Nice job. Some points I would mention: -
- This Is Not Happening - If we're removing the injured condition, there are potential problems for Hyperfocus. I would ensure that only the good area is expanded, however, I would place a small amount of that good check before the great check, make it easier for newer players to go for, without punishing them for going too soon as well as too late.
- Decisive Strike - Probably fine at 4s, though I did like the idea of 3.5s stun and a power disable of 7s, to make it more uniform across all killers. (Stun on Nurse =/= a stun on Trapper).
- Calm Spirit - Happy with this. I'd consider also removing the entire interaction with chest and totem noise as well. None of that makes sense for the perk.
- Dark Sense - We'd need a new challenge for that point thing... apparently its been fixed after like 2 years xD
- Autodidact - Not so sure on this one... with Deadline it's actually decent. I think a 5% increase to skillcheck chance while healing would be a better buff.
I especially wanted to mention your changes to Rookie Spirit and Friendly Competition, that is actually genius.
An alternative I wanted to throw at you for Slippery Meat though:
- Slippery Meat - Other perks would be better suited for anti-tunnel I feel, especially if we're buffing Decisive. Instead keep it an anti camp perk, and focus it on proxy camping, have it piggy back off the AFC system.
Rework: Extends the AFC range by 6m
Regardless, lots of great stuff here... even if a hefty read xD
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649026#Comment_3649026
Problem with that is SoloQ doesn't really understand that kind of team play. I've certainly done it because I play SM and know how to work around it, but a lot of players don't even know the Knight counterplays.
And while I can sit here and be like 'Nerf all killers to SoloQ level' we all know that only buffs SWF. What we really need is more in-game descriptions of killer powers, basic playing around the killers and the game in general outside the really basic things tutorial teaches, and other aspects of the game in a neat compendium instead of having to load the shop and open up each killer bio.
That's always the issue though isn't it? Sadako, Pig, Pinhead, Xeno, even Freddy have above average kill rates cause your average rando just doesn't know what they're doing.
It's impossible to balance something where one side just completely ignores the counters available to them.
I certainly don't find Skull Merchant as obnoxious as a number of other things in the game... but regardless of how well or poorly she is designed, her kill rate would always remains high because only nerds like us bother to learn how to play against her.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648982#Comment_3648982
Thing is, even with the 6% gone, Deja Vu would still beat out those other perks due to the fact that it reveals precisely the gens you need to repair, permanently.
Meanwhile, repair speed boosts need to be moderated, but there's stil room for them to exist, and the 6% from Deja Vu is minimal compared to most others.
Individually neither is a problem, but I can totally see some of the other gen info perks being buffed in exchange for Deja Vu losing the 6%.
Youre dead right. The buff existing is fine, but the problem with it being on Deja Vu is its not even worth considering the other perks, cause whatever niche they may offer, just... nah... run Deja Vu.
My immediate thought is give the 6% to Rookie Spirit whilstsoever you keep hold of the generator you stopped from regressing. That would give that perk a much needed buff, and with Visionary losing it's cooldown, each perk would be in the running as a reasonable choice.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648959#Comment_3648959
I wouldn't be too bothered if the 6% was nerfed or removed entirely, I'd probably still run it. I just don't see it as a problem, or as a threat when playing killer.
It really doesn't revert to pre 6.1 gen speeds though, it's sacrificing a perk slot to go halfway back to pre 6.1.
Fair enough man, but I sit with @Devil_hit11 on this one, and it's born out the issue of, when comparing perks, 5 seconds is 5 seconds...
Like if we're debating between perks to pick from for gen auras, each with different triggers, ranges, target conditions and durations, e.g.: -
- Deja Vu
- Visionary
- Rookie Spirit
- Detective's Hunch
We can argue about all the different situations they activate, and when they'll be useful, how much value on average we would expect, and we'd come to rough consensus they are roughly equal. Like some would be better than others most of the time, but there'd be a discussion worth having, as you can account for the perks weaknesses to make use of the strength.
If I just then say "One of these also has a permanent small boost to your repair speed that saves appoximately 5 seconds per gen", every other talking point beyweennthese perks kinda becomes obsolete, because whatever your preference of these perks is, the one with the repair bonus is objectively the strongest perk. That boost can be the difference between beating a Pain Res or a Grim Embrace, denying a Pop, completing a gen for your Adrenaline proc.
Compare this to the Sprint Burst, Lithe, BL and Dead Hard discussion. Even with thinking SB is the most powerful perk in isolation, there are scenarios where it does get outshone by the other perks... but in the case of the gen aura perks, Deja Vu is never meaningfully outshone... It'd be like saying "We have all these exhaustion perks, Sprint Burst is probably the best, and most versatile, but we're also gonna give it a 5 second shorter exhaustion recovery as well".
This makes it so any thoughts on picking anything else is trumped by that. Deja Vu wins by default every time. I still run the other perks time to time, but it comes with a reluctant acknowledgement that Deja Vu is the better choice...
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@OrangeBear said:
One of my first matches as bubba i got all 4 survivors down with a single chainsaw sweep. They were all together at coldwind harvester for some reason so i won the match in less than 2 mins.
Pfffffffft, Bubba OP, plz nerf xD
You should have recorded that, would have been an awesome clip xD
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Just for accuracy:
- 90 charges at 1 c/s = 90/1 = 90 seconds
- 90 charges at 1.06 c/s = 90 / 1.06 = 84.9 seconds
Deja Vu saves 5.1 seconds, not 4 seconds. (Unless I've made a big mistake somewhere, please correct me if so)
The best toolboxes are +50% speed with max charges for comparison:
- 52 charges at 1.5 c/s = 52 / 1.5 = 34.67s
- + 38 charges remaining at 1 c/s = 34.67s + 38 = 72.67s.
That's right, even the best toolboxes configurations only save you 17.33s overall. Now don't get tricked by that number, Deja Vu is not almost a third the value of a Toolbox, that'd be a false conclusion... Deja Vu grants its effects over the course of the entire gen repair, whereas toolboxes can get a significant boost at a key moment in the game.
However given toolboxes are finite and Deja Vu is permanent, the 6% it provides is not insignificant over the course of the entire game. Do not forget that 4 survivors can take it... this is something that must always be considered in any balance discussion.
It is really hard to quantify due to the number of variables involved, but given that this 5s is always available, it's not an insignificant time saving throughout the game.
Surge knocks 7.2 seconds off gens each proc, Pain Res knocks off 22.5 seconds for each hook, and these perks are considered strong. 5 seconds available at all times across all survivors is actually a big deal.
With that in mind, I'd say Deja Vu does more than any other survivor gen perks, and makes a lot of its competitors obsolete. Personally I think the permanent 3gen information it provides is probably value enough... though I also don't think it needs nerfing really, as is it in the same tier of value as say Sprint Burst? (but then again, that's as a low level SoloQ survivor, so I'm probably ignorant)...
If Deja Vu does get nerfed, of the choices available, I'd prefer its bonus be granted to Rookie Spirit or something after you stop a gen from regressing for as long as you hold it. Also remove Visionary's cooldown pl0x.
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@Nos37 said:
I'm glad someone else is pointing out Visionary's shortcomings. Things don't go well when I'm the one complaining.
I like UndeddJester's idea, but I don't think we need to keep the gen aura part. We already have so many perks to see generators:
- Deja Vu
- Detective's Hunch
- Better Together (shows it to other survivors)
- Blast Mine (shows it to other survivors)
- Wire Tap (shows it to other survivors)
- Clairvoyance
- Lucky Star
- Quick Gambit
- Repressed Allinace (shows it to other survivors)
- Rookie Spirit (shows regressing gens)
- Troubleshooter
- and now Boon: Illumintaion
Have Visionary make the survior immune to the Blindness status effect, and make them recover x/y/z (percent) faster from being blinded by flashbangs, blast mines, or perks like Hex: Two Can Play.
Survivor Lightborn?
I could be convinced... 😏
Immunity might be a shade too far... if a Killer relies on blindness in its power this perk hard counters it. (Think of Freddy and Oblivious).
But a +100/200/300% blindness recovery rate might be good vs. temporary blinds.
Edit 1: Recovery would be 4 times faster. Fearmonger would be 1s, Ultimate Weapon would be 7.5s, etc, etc.
Edit 2: On that note... buff Rookie Spirit pl0x.
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I always felt the term "Tunneling Gens" was an asinine inflammatory phrase aimed at survivors, intended to gaslight by describing gen rushing using the survivor hated word 'tunneling'.
I'm not convinced Tunneling Gens means anything different to Gen Rushing, because if it does, it doesn't make sense. The only thing "tunneling gens" could describe is all survivors jumping on a single gen, which has severe efficiency penalties, especially when more than 2 survivors are on that gen... so the term is useless because the game is hard wired to prevent it.
Gen Rushing to my mind is referring to a full team of survivors all taking strong perks and toolboxes for gen speed, so that regardless of whichever person the killer commits to, they can complete multiple generators very quickly, effectively forcing the killer to be in a 3 gen holdout extremely early on, and forcing a slug, camp and tunnel playstyle to even have a chance.
That's not an unreasonable thing to complain about... but 'Tunneling Gens' is a useless redundant phrase in that conversation.
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- The ability to see allied loudouts.
- DC penalties to be extended to regular lobby dodgers/shoppers on both killer and survivor side.
- Suicide on Hook tracking and penalties.
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... OK I'm not normally one to say M&A needs a buff... but that would actually be pretty cool and help with timing mind games centered around undetectable transitions (such as Pig crouch).
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@ImWinston said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648405#Comment_3648405
sorry, but did you read the whole text or did you stop at the title?
*** ...and I'm not saying dbd is dying.***
***In theory the player base should increase and not decrease.***
I never said the player count is bad🤣
I did read. I read the whole thread. The only part of your post I take issue with is I don't see this player decline. 14 months of a very stable player base that shifts around 30'000 is not a decline.
However a big portion of my post was not aimed at you. I was more responded to a lot of the rest of the thread, that seemed to jump on the chance to spin their own narrative, despite having no, or at best extremely flimsy evidence to support it.
In answering your question directly see this post above:
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648405#Comment_3648405
One major piece of shade I want to also throw at this whole argument is DBDs highest numbers were between 2020 and 2022, the highest numbers mid 2021.
Does anyone remember anything that was going on in 2021? Any major worldwide events anyone can think of?
As much fun as I'm sure it is to spout huge doom and gloom theories, the entire gaming industry saw a massive boon across the whole world because of global lockdowns; every single gaming platform saw record numbers through those years.
This supposed 'dip' in the player base as a result of MMR in September 2021, or a 'design philosophy of prioritising balance over fun' are fabrications born out of a highly skewed and biased interpretation of the data.
The fact is this game still has 3 times the numbers it had through the first 2 years of it's life, and nearly double what it had up to 2020. 30'000 player average for a 5 year old game is actually quite phenomenal.
The 'dip' in the player base falls quite in line with the end of lockdown, particularly in the US, and it remains very stable after that.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648450#Comment_3648450
The really curious one is Pinhead chains remove stacks... but wounding with Engineers Fang does not.
i think that just implies that launching the chain will use up a stack, but that chain injuring won't use another.
That... can't be right... because if you launch a chain you'd lose a stack every time just for the obsession existing... regardless the engineers familiar confuses me no end.
Like Trapper traps and Plague spit not counting I understand, those make sense. Deathslinger spear I understand even if it sucks that it 2 taps. Trickster does make sense as written, but that is harsh... but Pinhead just doesn't make sense at all.
Also this table might be out of date... as Skull Merchant beams aren't on there (though I assume they don't count either).
I'm not at home for a few more days to lab this... but it definitely needs to be labbed 🤨
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I remember getting absolutely smoked once by a Plague within maybe 90 seconds on Lery's.
I ran to a gen in the middleish of the map, and an ally came with me. She meanwhile caught one player with a vomit wound and downed them in 30 seconds, and the player trying to flashlight her got seen, tried to vault, and got immediatley grabbed then hooked. Turns out she had Furtive Chase after it got buffed, so she was undetectable heading our way on gen.
Meanwhile myself and another player were working on a gen that sat behind a counter top in a cramped little corner, the gen only had two spots you could access it from. I was way inside the corner, my ally was closer to the door. The Plague came through and my ally tried to run in my direction, not realising there was no way out... thus allowing the Plague to box us in.
This little corner it turns out is a body blockable area... and she had us both body blocked in with no where to hide and no way out, and she then proceeded to vomit repeatedly until we got wounded then melee'd us both down, hooked all 3 of us left and won the game in less than 2 minutes.
It was... quite astonishing tbh xD
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@H2H said:
They claim it’s intended but there’s absolutely no way that’s true. They either don’t know how to fix it or don’t care enough to fix it.
It works the same as PWYF, for which there is a great table here:
Play with Your Food is a Unique Perkbelonging to The Shape.Prestige The Shape to Prestige 1, 2, 3 respectively to unlock Tier I, Tier II, Tier III of Play with Your Food for all other Characters. Nerf: decreased the Movement Speed bonus to 3/4/5 % per Token. Nerf: added a cool-down timer to Token-accumulation. Change: updated the Perk's description to specify the types of Attack instead of just referring to them as "offensive actions". Tokens are acquired whenever the Killer's Obsession escapesAs such it IS intentional, but there are a few things I think that should be altered for both perks.
The really curious one is Pinhead chains remove stacks... but wounding with Engineers Fang does not.
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@UndeddJester said:
https://us.v-cdn.net/6030815/uploads/UJX7NLR7ZYBN/screenshot-20240212-203449-firefox.jpg
Sorry what are we talking about?
Numbers have been stable at 30'000 since November 2022, with a jump around the Twisted Masquerade in June 2023.
Not that I want to insult anyone... but a lot of stuff in this thread sounds a lot like misinformation to push some kind of agenda.
One major piece of shade I want to also throw at this whole argument is DBDs highest numbers were between 2020 and 2022, the highest numbers mid 2021.
Does anyone remember anything that was going on in 2021? Any major worldwide events anyone can think of?
As much fun as I'm sure it is to spout huge doom and gloom theories, the entire gaming industry saw a massive boon across the whole world because of global lockdowns; every single gaming platform saw record numbers through those years.
This supposed 'dip' in the player base as a result of MMR in September 2021, or a 'design philosophy of prioritising balance over fun' are fabrications born out of a highly skewed and biased interpretation of the data.
The fact is this game still has 3 times the numbers it had through the first 2 years of it's life, and nearly double what it had up to 2020. 30'000 player average for a 5 year old game is actually quite phenomenal.
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Sorry what are we talking about?
Numbers have been stable at 30'000 since November 2022, with a jump around the Twisted Masquerade in June 2023.
Not that I want to insult anyone... but a lot of stuff in this thread sounds a lot like misinformation to push some kind of agenda.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648109#Comment_3648109
In my defense, I did read the room. The streamer seemed to be in good spirits, so I said hi. If they had sounded angry I would have just left without saying anything.
Killers complain that survivors are toxic as hell, so I thought I'd offer a handshake. The same way I often leave items at the exit gate for killers who don't tunnel people out. After that last encounter, I have decided to just not bother interacting with my opponents. It's just not worth it.
Fair play dude, I wasn't trying to single out anything you'd done, I wasn't there to see it. 😁
I was merely throwing up the idea that not everything is black and white, and it can be understandable people get upset at others saying GG.
(This example is not in DBD) I myself have had people play obnoxious builds, absolutely dominate, BM, single me out and bully me, the whole 9 yards, then have the gall to immediately throw a "GG 😉" at me. In the game I'm referring to, they were deliberately doing it to be condescending and patronising, to rile me up so I would say something bannable. I might have misinterpreted it, but given I later found out they were banned as a hacker, it seems pretty likely my gut was right. As such I empathise with people who get frustrated by it, even if it wasn't meant that way... as when your emotions are running high, you're not in your best frame of mind to make the assessment.
From the sounds of it, you may have just encountered a sore loser, and I wouldn't take it personally. There are some people who, even if you do absolutely nothing wrong, will still be immature about it.
If you know you were polite, friendly and careful not to get anyones back up, you're in the right and should keep doing what you're doing. Don't let one jerk change how you treat people.
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@Quizzy said:
Meh. I would just buff visionary to not be deactivated when a gen gets completed. It's simple and easy to use and doesn't really need anything else.
Yea, people prefer deja vu over it, but there are some key differences between visionary players vs deja vu players. I'm a visionary user, and my mindset is just to get on a gen the moment I spawn in the trial. I could definitely finish the gen before a deja vu user has to run to their 3 gen and finish a whole gen. Most of the time, I really want to finish the 1st gen because killers usually bring pain res. And I just love to finish 1 gen before that happens.
I see your point, and would you believe that is why I like Visionary too? I like that I can quickly spread out and find a gen to start working on away from the group, and can do it for most of the game.
Problem is, if that is all we're using it for, it isn't worth the perk slot over Deja Vu. At the start of the game you only have to find 1 of the 6 other gens your teammates didn't spawn next to. This is not hard to do, and Visionary saves you maybe 5 seconds perhaps? 10 tops. If your team spreads out from you on the gen, it saved you nothing. The 3 gen might even be close so Deja Vu got even more value.
Then, after that first gen, you most likely want to move to a non progressed part of the map and start focusing on breaking 3 gens...Visionary allows you to ensure you can always find a gen to work on, even in maps where gens can be tricky to locate... but Deja Vu does the same and simultaneously helps you avoid 3-genning yourself. As the game goes on, Deja Vu gets more and more useful, it highlights which gens are really important to you, whereas Visionary does not, and requires you to have to work it out... which I like, but the fact I have to means it loses in the usefulness category.
I'd happily take Visionary over Deja Vu if they were comparable in value... but while Deja Vu has its repair bonus and Visionary has its cooldown, Visionary falls short.
I would personally advocate for removing the repair bonus from Deja Vu to even the perks out (just the 3 gen aura is already a great perk, and taking Visionary up to its level is harder), but I'm not convinced Deja Vu is overpowered, and Visionary certainly is not overpowered... so instead Visionary should get another effect of some kind to bring in it line.
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You can literally take a brown add-on on your medkit to remove the downside of Botany Knowledge. You can take skillcheck add-ons to heal like lightning if you can hit great skill checks and also ignore the downside of Botany Knowlege.
It's a great perk, one of the most consistently reliable healing perks in the game. Doesn't need a buff.
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@DwightDwigt said:
AFC activation is fine. (The Survivor HUD needs to be updated to show AFC status (along with active Deliverance & Camaraderie).
Reassurance needs the buff.
In July 2023, BHVR provided this update: "Wiretap is in a similar position to Blast Mine, but we also wanted to take the opportunity to standardize how these sorts of perks work...We have also normalized the activation requirements and text descriptions between Blast Mine and Wiretap, meaning Wiretap will now activate after 50% worth of generator repairs (was 33%)."
If BHVR wants to maintain consistency by "normalizing the activation requirements" & "standardizing how these sorts of perks work," they will buff Reassurance.
Let's examine 3 similar hook-related perks.
Camaraderie- range: 16 meters
Kindred- range: 8/12/16 meters
Reassurance- range: 6 meters.
One of these sorts of perks isn't being treated the same way as the others...
Reassurance needs to be buffed to match Kindred ranges: 8/12/16 meters or to match the Camaraderie range: 16 meters.
The reason for that is Reassurance can be ran by full teams to extend a hook time by a potential 90s. Camaraderie can only proc 1 time per player. Kindred is an info perk, with conditions that doesn't hinder the killer in a direct way.
You can't make Reassurance 16m, because it'd be far too easy for Survivors to apply one after another from significant safety, especially with regards to basement.
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Killer doesn't have 2 movement states, whereas survivor does. It sounds like there is a problem with your run button. You could try using Toggle instead of Hold for that binding as a quick fix, but it'll take some getting used to.
Likely you'll have some kind of gunk/grime between the button and the contact, making it hit or miss. Have you ever spilt food or a sugary drink on your controller? Do you clean it regularly to avoid that grey build up on the recesses and button edges?
Regardless you'll likely need to disassemble it to clean the connector. If it's not in warranty anymore, consider taking it apart and cleaning the contact underneath the button.
You can find quite a few videos online that will guide you through it, just take pictures as you go to make sure you know what part came out when.
To prevent in future I'd recommend never eat while using your controller, wash you hands regularly, and get some alcohol/anti bactetial wipes to clean it at least twice a week.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647655#Comment_3647655
or you should just stop assuming everyone is an ######### trying to get you...
looking at this thread makes me think streamers don't actually want anyone to check their streams. and people are awful and don't deserve to interact with me.
chill out... all of you. most times, a gg is just a gg.
Just to play Devil's Advocate...
Has anyone ever said 'Calm down, it is just a game...' to you when your emotions are high and/or you've been frustrated at a game?
Saying GG after completely smashing someone, is basically the same thing. If someone has been completely dominated, they're likely balancing emotions such as shame, embarrassment, frustration and anger... especially if that loss is recorded and viewed in the public domain such as a stream, and in that scenario you're the level headed one.
Now that doesn't excuse the other persons behaviour, if you say "GG" genuinely and they take it the wrong way and explode at you, that is indeed on them. However... there is a certain amount of responsibility on your side to read the room and avoid escalating the situation.
You are of course free to ignore that responsibility, but by doing so, you are testing that persons patience, so you don't then get to complain if it does blow up in your face... a little bit of understanding and empathy on your part would completely avoid the alteraction discussed in the OP.
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Spasmodic Breath on it's own is the add-on that makes Nurse playable for me, so anyone not wanting to keep buying the Matchbox iri, this would be my suggestion.
I find it makes Nurse much easier to play on console, landing blinks is demanding on controller, and the amount of consistent effort you have to put in just to basically function makes it quite stressful.
SB allows you to hit a blink (using double blinks to make it easier) then play as a normal killer to complete a down with a regular m1. This means you don't get caught out with having to do 2 good blinks back to back (especially as wounded survibors are less cocky and more careful), you only need to do it once, and allows you to use perks you couldn't normally use, like Surge, Sloppy Butcher, etc, etc.
Once survivors know what's going on you can start mind gaming around pallets and alike based on the SB timer, losing sight as your SB timer ends to feign like your SB is still up then suddenly catching them with a double blink.
Ofc really good survivors will likely smash you, you're a weaker version of Legion basically with this item/play style, but it makes Nurse accessible on controller and still fun to play.
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Well unfortunately the both of them benefitted at the expense of yourself. To give an alternative perspective:
- The Deathslinger gets an extra hook state, which could be the difference between an iri emblem or a gold emblem, which gives him more points and makes it easier to pip.
- The Yun Jin obviously gets to escape and get a Survivor iri herself, which gives her more points and makes it easier to pip.
So the only advice I can give, is don't take it personally. It was unlikely to be a personal attack on yourself, more likely an agreement between the 2 of them to mutually benefit at your expense.
It's harsh on you, but not entirely unreasonable.
Edit: It also depends on your build/play style. If you've been running Distortion/Calm Spirit and/or the killer hasn't seen you all game, he may well have concluded you've hidden all game and left your team to die. Some killers take exception to that and will try to make sure they catch you, even giving up a kill to do so... and survivors who feel the same also won't be charitable with you either.
It could have been for many reasons, but the same thing applies regardless. Don't take anything in this game personally.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647687#Comment_3647687
that is another perk. that perk is called vigil. I believe value is 30%.
Already mentioned Vigil my dude. Vigil is 33% faster recovery from all conditions. My suggestion for Visionary is to grant 50% specifically for blindness AND have the gen auras.
That gives Visionary a niche as the Blindness counter perk to help facilitate auras, as well as providing an aura itself for 1 perk. You can even stack Vigil to essential render temporary blindness a non issue, which seems fair for 2 perks.
My primary point is we usually (and should) have a number of perks that achieve similar goals, but in different ways with different strengths and weaknesses, e.g. Sprint Burst vs. Lithe, Bond vs. Empathy or Pop Goes the Wrasel vs. Pain Resonance. It doesn't always work that all perks are equal, but that should be the goal.
When it comes to gen auras, nothing can compete with Deja Vu, cause Deja Vu has almost no weaknesses. No one will advocate for nerfing Deja Vu, so the only way for Visionary to compete as a gen aura perk is it needs something Deja Vu can't do, and the only weakness Deja Vu has is blindness.
Can give it other effects ofc. Could also give it the ability to see the gate switch auras within range as well during the trial (Wake Up only grants the auras when gates are powered), so you can try to plan which gens to try to leave for the end. That doesn't have as much value sadly, as an experienced player can usually spot the gate structures from miles away to know where they are, so wouldn't give the perk any worth.
So I like the idea of Visionary being the gen aura perk that also counters blindness, which also comveninently makes sense for the name.
@Devil_hit11 said:
the perk design is meant help new players find gens. the upside over the perk over deja vu is that it works indefinitely and works on all gens. they could remove cooldown of the perk as a buff.
I disagree with this because: -
- It is not a perk on a free character, whereas Deja Vu is available from the base game.
- It is not indefinite, it has a cooldown. Deja Vu is indefinite.
- It only works on gens in range. Deja Vu is global and also works on all gens through the course of the game. The information they provide is clearly in Deja Vu's favour.
- Deja Vu has a flat repair bonus to the gens it reveals, making is automatically superior to Visionary.
Visionary is a poor man's Deja Vu. If Deja Vu didn't exist Visionary would be a decent little perk for relatively easily searching for 3-gens, but Deja Vu does that already and better.
Both perks allow a survivor to find a gen to work on, but Deja Vu is the far more user friendly, because a new player literally doesn't need to think to work towards breaking 3 gens.
Visionary should be gen aura perk that gives some benefit over Deja Vu. A cooldown removal is not enough, because it is still weaker as a perk both to new and experienced players alike
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I'd still like a meme brown add-on to disable his Overdrive mechanic for more bloodpoints. The other buffs he got made him much smoother to play, and having the ability to play Classic Billy I think would be pretty cool.
Outside of that, Overdrive is pretty unwieldy, even if you're experienced... so this'd also help reduce the difficulty of learning him, as a new player could play with regular Billy first, then step up to use Overdrive once they've gotten the basic idea.
'Speed Limiter' add-on maybe?

