Viskod
Viskod
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- Viskod
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I'm annoyed that so few killers have unique animations for destroying pallets and regressing generators.
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The two people I play survivor with pretty much only play survivor. I hear them in discord accusing every other killer of hacking and cheating because of "how could they see me!? They came right for me! they're cheating!"
And then I have to explain all of the Killer Aura reading perks over and over again.
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@dugman said:
Sadako isn’t as bad as some people claim, she’s actually a decent slugger because of her ability to quickly get around the map after a down combined with her Undetectability helping her start chases closer to survivors.
That said the devs haven’t done their full balance pass on her yet. Odds are we’ll see a balance pass for Sadako either next full patch or the patch after that. (I think they typically do balance passes on midchapter releases since the full chapter is focussed more on a new killer entirely.)
My last game as her I got two condemned kills using her Video Tape Add On and being able to teleport constantly to cut off chases and surprise people by gens and hooks.
It's hard not to just chase survivors though, I have to try to fight the habit and just see which way they're running it and if they are heading to a tv to just lose line of sight, teleport and cut them off from the other direction. Worked quite well.
@Sepex said:
I've been having good success with Sadako as she is. Until yesterday I faced an entire squad of all 4 survivors with Spine Chill in the Game map.
Was not pleasant. I won't lie I gave up lol.
Oh god. Nightmares. I had a match on that level where using the Tape Add On just let me say nope to all the pallets and I just went somewhere else or tried to come at them from another direction, but what can you do? It was awful even using that.
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My Sadako hot take is that her Iridescent Video Tape Add On should just be part of her power. For those that don't know it allows her to turn on the last 4 TVs turned off by her Projecting to them whenever she is able to hit someone within 8 seconds of Manifesting. She doesn't need to be a great chase or anti loop killer, but let's just go *all the way* in the other direction.
She needs to be able to teleport around the map with ease and TVs have too long of a cooldown as is.
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People try to make saves instead of just doing gens because people *want to play the game* they want the killer to chase them, they want to be able to use their perks and have fun.
The easiest thing to do would be to implement a punishment system that immobilizes the killer allowing for a save that they cannot stop. Off the top of my head it just seems that if a killer is close to the hook and not in a chase for x amount of time, then they'd get some warnings that they need to leave and if not, they get stuck.
But a killer can be close to the hook and not in a chase while looking for survivors they know are in the area waiting on them to leave and trying to find them. There's nothing wrong with that, so you'd have to think of a way of taking that into account without having the warning proc for the anti-camping mechanic being a way for the killer to tell if there's someone else close by waiting to save or not.
Or you could have it to where if a killer stays by the hook for the duration of Phase 1, then the survivor gets a notification that they get a 100% chance hook escape that also grants endurance and a speed boost allowing them to get away. Because even if survivors are near the hook, if you can't find them for the entirety of the first hook phase then they've just done too good a job of hiding and they win.
This specific mechanic here should be disabled once the end game collapse starts though. All's fair when the gate is open.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2947897#Comment_2947897
And what can survs do against bloodlust or windows blocked after 3 vaults?
You've already done it.
If you've run a killer until Bloodlust 3 and have run out of vaults because of the entity blocking them, then you've won the chase by default because the killer is too inexperienced to know when to quit a chase and you've managed to waste an incredible amount of time.
Being chased by the killer should ideally be about how long can you delay the inevitable, and while I would argue that the inevitable should take less time to happen than it currently does, you should still be able to run a killer for longer than they should ideally want a chase to go on.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2947730#Comment_2947730
I know. The person i responded to said there were heaps of uncounterable killer perks, and that's the closest thing i could thin of, because they can't stop that gen being blocked.
Yeah and in some cases it ends up doing them a favor. The leave find another gen and then by the time it’s over you’ve got that one probably nearly finished and even better progress on others to manage.
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@TheArbiter said:
Doesn't it come out on the 13th not the 12th?
It does.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2947640#Comment_2947640
The closest thing to an uncounterable killer perk is Deadlock. But you can just do another gen.
Deadlock literally saves progress on the most completed gen for later unless paired with another perk that can cause regression through it.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2945734#Comment_2945734
Then maybe don't tunnel.
This assumes no one deliberately uses Decisive Strike to trick the killer into getting stunned.
@LazyClown said:
How about we remove ds? It robs me out of most of my kills.
But also, try to keep notice of what the last person you've unhooked could have been doing based on what else is going on. If you hooked someone, and they got unhooked and they are suddenly in your face again without healing anyone else or seeing them on a generator, or they jump into a locker right in front of you for no reason just ignore them/leave them on the ground.
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Sloppy Butcher. It's literally 25% better than any other application of Hemorrhage.
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SWF Meme Builds.
Like all of us running to Locker Alley in Red Forest with Head On and Flash Bangs.
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I assume that based on the number of people I see use Dead Hard in dumb ways, or I can trick into using Dead Hard just by looking upward. They aren't getting any value from Dead Hard and just bringing it doesn't make it "better" than every alternative. For these people its a wasted perk slot.
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I don't know about these takes on Pinhead chain shots. I don't main him or anything but I like him and most of the time you're going to need to be relatively close to a survivor to get the most out of what little slowdown his chains can get you.
Sure you can do some loooong range things if you want to poke someone on a generator, totem, or keep someone from solving the cube. But most of the time you're just hitting someone at a loop so can walk around and smack them regular.
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@Seraphor said:
It should be possible to just not spend any BP at all, and save the BP rewards from your grade each month. However.... Throughout the course of gaining enough pips to reach Iri 1 in a month, you should have accumulated more than 1mil bloodpoints, which you'll be missing out on if you saved the 1mil from the previous month.
Hell, a 100% Bloodpoint Offering and having a half decent game with BBQ with everyone hooked once can get you close to 100k Bloodpoints per match,
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2946680#Comment_2946680
I don't think this works for him since he has base kit good stealth allready. As Survivor I wouldn't bother doing the totems much since I can't hear him coming anyway + I play Spine Chill usualy.
Oblivious really should negate Spine Chill.
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@Seraphor said:
I second Make Your Choice with Floods of Rage.
Combine with the speedy when cloaked add on.
It's powerful and ensures you don't camp or tunnel. Survivors will be pissed but will not be able to complain, you're literally not camping or tunneling and the perks prove it.
Oh that won't save you. If the person doing the unhooking was the last person hooked before the current one, then you're tunneling, and since you went right to the area of the hook to get the person doing the unhooking then you're a "proxy" camper.
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I think that's what caused the big turnaround from the Nemesis bump in players.
Tons of new people jumped in, but when they realized just how much of an investment in both time and money it takes to unlock all the perks and get a setup you like on the character you want to use they peace'd out.
It's daunting starting up DBD at this point as a new player and having to unlock all of the perks. It means playing with setups you don't like while you wait and wait and wait to maybe one day be able to play the way you want to.
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@Chusan said:
https://forum.deadbydaylight.com/en/discussion/comment/2945001#Comment_2945001
If that's the case, you're delusional or just a baby survivor
I'm talking about survivors that take it because they think they are supposed to, but will never use it correctly. Survivors where taking it gives them no tangible benefit whatsoever.
So, Yes.
They would be better off taking Overcome because it activates automatically and can get you a large amount of distance on the killer.
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As a killer main I'd be fine with it.
Being able to hit people fresh off a hook and down them immediately again isn't the solution to killer problems. It's just a really ######### thing to do. If an idiot unhooks someone right in your face, go after the unhooker instead.
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@MikaelaWantsYourBoon said:
It is not on Steam. So i am not gonna buy it.
oh damn what? I didn't know that. Oh well lol.
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I'm going to try it out. I have a couple of friends who want to as well. Still going to play DBD though, because I'm one of those weirdos that just genuinely enjoys the game.
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Sometimes I'll tunnel if someone unhooks a survivor right in front of my face after I've hooked them and before I've even had a chance to wander off somewhere. I'll thwack the unhooked person and if BT doesn't proc, I'll leave them be and tunnel the unhooker for being such a complete idiot.
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/2941134#Comment_2941134
In this case, kind of, yea. A survivor is already at a small "disadvantage" by not using an exhaustion perk in the first place. That, in my opinion, makes up for the killer not getting any value out of any exhaustion-causing perk or add-on they might bring. But the reality of the situation is that the vast majority of survivors use an exhaustion perk in their games (going against 4 survivors without an exhaustion perk is astronomically rare), so even if a killer goes up against the occasional survivor with no exhaustion perk, the killer will still probably get (rather exceptional) value from their exhaustion-causing perk or add-on against the other 3 survivors.
That's why I don't think Exhaustion in particular needs a secondary effect. However, I believe Blindness is a good example of a status effect so weak that I'd be in favor of making it do more, but that's not the topic at the moment.
This is the kind of mentality that is responsible for the current meta. You are not at an automatic disadvantage. They are not must haves to escape a trial.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2945287#Comment_2945287
But we don't know any of Trickster's personal relationships. Not that they can define anything either as we were told David had a girlfriend and now he's gay.
And once again nobody is making any assumptions based on his clothing. Nobody. If you can find one post in here where someone assumes he must be gay because of how he dresses then I'll concede to your point. All anyone has done is speculate as a possibility. In a thread that's asking us to look at the killers and think about who could be gay. It would be stupid to deny that many gay people dress flamboyantly like that as a way of self expression. Its not insensitive, or bad, or homophobic or anything like that to think that Trickster's dress sense makes him a possibility since we're already being asked to look at the possibilities for who could be gay. Nobody is treating it as an absolute sign or indicator. Just a maybe.
Anyway that's my last post on this. I can't keep repeating the same points. Its just a going in circles discussion at this stage.
You : Nobody is making assumptions based on how he's dressed.
Also You : Maybe he's gay, because of how he's dressed.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2945150#Comment_2945150
First off I never said it was natural to assume. Second to suspect based on dress sense doesn't make it homophobic. Homophobic means you have a prejudice or dislike against gay people.
What kind of backward logic you are using to connect a suspicion based on dress sense to disliking gay people I don't know. If anything you're just projecting your own biases here.
My own biases? I'm gay.
Homophobic means more than going "grrr I hate them gays, arg". You're reducing people to a stereotype based on appearance. "Gay people dress like X, Straight people dress like Y". That's bad. "Look at how that dude dresses, he's totally gay"
Also like, Ji Woon Hak is South Korean. I guess you're not familiar with the K-pop J-pop scene but I've seen enough of it from friends to know that flamboyance comes with the industry regardless. So its also a touch of cultural ignorance.
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@Cryptikk said:
i prefer it honesty, I do kind of think its survivor sided personally. Its fun pulling a Metal Gear Solid in the bushes as the killer walks by.
The houses as well. You can straight up just disappear into the shadow with little effort. Hell, I didn't even know there was a locker in the main house upstairs in the room with the hook because it was so hidden by the darkness that it was invisible to me until I was trying to pick someone up and hit the prompt to open it by mistake.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2945128#Comment_2945128
If you would actually read the complaints about Legion and not making up nonsense, this would be pretty nice.
I've posted in numerous threads where people have had irrational and unfounded complaints about how overpowered he is now with many explanations for his power and add ons and how to counter him. Those threads have died down, but right after the patch they were as rampant as the bigots whining about David.
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Thinking that it's "only natural to assume" someone "like" Trickster is gay, is reducing them to your perceived stereotypes of "what gay is". That's basing your assumptions on stereotypes and cliches, and thinking that this is what gay people are like because of it, is reductively homophobic.
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This would be fascinating news to most people here complaining about him because you'd think he was an oppressive and unstoppable killing machine that downs people left and right.
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@Icaurs said:
Simple rework, remove the invulnerability. Make it so it its used to gain a set amount of distance instantly, as oppose to evading a hit. The only problem with dead hard is that it is used to auto correct a hit. By taking that away but making it o that it can still be used to gain a set amount of distance instantly it will still be strong, but at least a survivor won't be able to just correct a mistake instantly with E.
Then they'd just be better off taking Overcome.
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/2943805#Comment_2943805
I was more meaning for the aura reading to incentivize leaving the hook
People that camp don't care.
Either they are deliberately trolling or don't think its worth it to try to chase someone because they are better off camping.
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Stakeout and Fast Track is a fun combination as well.
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I mostly use We're Going to Live Forever, Borrowed Time, Iron Will, and then I switch out the last one for whatever I want to focus on or if I'm doing a particular challenge.
I probably have the most fun with Flashbangs and Head On.
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@Chusan said:
The idea is deadhard is being used commonly for a reason.
Its common use is because most people think its the best even when they don't know how to use it and automatically think bringing it is going to be better than anything else. This is not the case. Most people would be better off bringing Overcome and just holding W.
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@Piruluk said:
DS is too weak to prevent tunneling, you will live few more seconds, and cant repair gens etc.
Killer mains destroyed the perk, overnerfed
Hardly. Its a perk to give you more of a chance against dumb killers. A good killer who just downed someone that was recently unhooked, that hasn't seen this person on a generator or healing another survivor is just going to leave you on the ground.
And if you have had the time to start healing someone else or sit on a generator then you're doing objectives and you're free game again and it's totally appropriate for you to be right back on the hook. Like Borrowed Time, its to give you more of a chance to just run the hell away and have an opportunity to do an objective.
It's not supposed to be a shield that covers you because its "not your turn" to be downed again yet as you work on a generator or get someone else up off the ground or heal them.
I would love it if everyone wasted a perk slot on it. Hell bring Unbreakable as well and use your one time Ubreakable on getting up when you're the only person slugged.
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I just don’t have any sympathy to give Spirit. Yes, she got nerfed, but those killer instinct addons? Yikes.
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@Chusan said:
Bait it out guys. everyone using deadhard because it is clearly not op
This is less Dead Hard and more Otz’s MMR, a meme Pinhead build for going after the box, and no add ons.
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@fr0sty1223 said:
https://forum.deadbydaylight.com/en/discussion/322571/dead-hard
No. Survivor perks shouldn’t not be nerfed until tunneling and camping is addressed
Nerf the right ones and people will feel less obligated to do both.
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So none of you ever take flashlights, flash bang or blast mine on the off chance the killer could be using Lightborne right?
Literally no point to them because of one rarely used perk?
Pinheads scourgehook is the only thing that hits resurgence and only if you’re not immediately healed.
Thats like, the worst scourgehook perk. Take resurgence, you’ll be fine.
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I absolutely believe that even if Spring Trap was added to DBD, every killer Chapter aftewords people would still say "It's Spring Trap ...... again!"
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The difference is Artist doesn't have to fire hers immediately. With Pyramid Head you have a longer wind up to fire, takes more effort to aim, and has a longer cooldown.
Artist just has to set them and they stay there, blocking off the direction they are aimed in trapping the survivors, and you can set more than one, absolutely shutting down loops at multiple angles. I love Pyramid Head and I'm playing more and more of the Artist and I'm having a much easier time getting into the groove of hitting people with birds than I did hitting people with Pyramid Heads projectile.
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@Zozzy said:
JuSt BaiT iT oUt 4head.
People really like to expose their killer mmr and how little they play it on these forums. That or they are just trying to protect their precious.
Wait is this serious? Do people really think that there aren't ways killers can trick people into Dead Harding?
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@Valik said:
A lot of people here are saying the Artist, which is somewhat correct.
Artist can use her lil birbs to shut down a loop so thoroughly that it forces survivors to move on to the next one.
However, once this happens - the survivor, more often than not, makes it to the next tile without having to throw a pallet or use their Dead Hard.
Her anti-loop is incredibly strong, but it also takes time - and is particularly slow to set up.
If you're at a short wall loop with a pallet between, and you start putting crows down facing either side - the survivor is just going to make a run for it while they see you setting up.
It's super strong, but it's not particularly effective against educated survivors.
It keeps them from looping by holding a giant sign that says "Hold W".
Cenobite, Clown, Nightmare - these people have slowdown that makes the distance game a lot harder for survivors - which is particularly effective, but it can often fail to bear teeth in certain loops, especially when survivors decide to play safe. These killers are less about shutting down tiles as much as punishing survivors for not playing around safe pallets as best they can.
Trickster, Huntress, Deathslinger, Plague, Executioner have their own projectiles that they can use to harass survivors in shallow loops with low cover - but they often can't compete against survivors who use walls effectively or know how to bait pallets. While these killers can be particularly effective in certain circumstances - especially in the hands of a skilled player - they can have a small bit of guesswork and mind-gaming attached to their power. They are good at what they do, but you're going to have to make some blind guesses at times - and will often struggle to use your anti-chase abilities in tight loops with big walls. Even though the Plague's ability is perhaps the strongest projectile in the game, her Corrupt Purge can be a finite and rare resource that is best used when forcing survivors into dead zones - but is pervasively tricky to pull off in tighter loops, or on maps with full coverage.
Pig, Demogorgon, Wraith, Hillbilly, Blight, and Power-Up Oni have dashes - which can be particularly strong - but they are often telegraphed dramatically, which allow intelligent survivors to play around them and, again, pallets completely annihilate these killers where they stand. More than pallets though, none of these killers can compete well against safe vaults. While some are certainly stronger than others - there's a bit of a dance one must do to force a talented player to fall into your hands while jousting against them with your powers.
Trapper, Hag, Doctor, and Spirit are in a special category where positioning and 'trapping' a survivor by knowing where they are and will be is what makes them special in a loop. Survivors that can keep tabs on your location and watch diligently can easily and frequently thwart your efforts though. These killer often suffer the same issues that the Artist has.
Nurse, Shape, Cannibal, Legion, Ghostface, and Twins are not particularly good in loops. Their specialty is facing survivors in the open and forcing them into dead-zones by eliciting particular advantages with their powers. These are the killers you clench your buttcheeks against and desperately look for a gym that still has a pallet. Cannibal is weak against windows - meaning he's suffering against the basic LT. Ghostface has virtually no power if he doesn't get a mark first, Shape becomes super-M1, but that doesn't make him much better in loops, Legion has the particular advantage of keeping survivors injured - which means loops are going to be a bit shorter, but no easier, Twins are an M1 without Victor - and Victor struggles against windows and pallets more than open fields. Nurse is going to down you if you're in the open. Your only hope is to hide or confuse her in a gym.
So - who's a killer that exemplifies all of these?
Who can play around shallow loops, pallets, distance, vaults, and duel in the open - all with an ability that is reliable and can threaten a survivor with a FAST down if they are hit with it?
Nemesis.
Doesn't have to bait pallets. If he misses, he breaks the pallet.
Survivors have to joust his ability like you're a Huntress or a Demogorgon, but you're still a 115 killer with hardly a second transition back to M1. You have zombies to play with, which can help shutdown loops in particular circumstances. The timing of your whip means that you can cheese line-of-sight loops, which Huntress and Slinger mains can only dream of.
IMO, Nemesis is the perfect anti-loop killer.
He ticks all of the boxes and can reliably effectuate hits where even the Artist cannot.
Nemesis can't do that right out of the box though, he has to whip 2 different survivors to get to Level 2. Also, you can literally just crouch to avoid getting hit by his tentacle whip at low barriers he can whip over.
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@Dwight_Fairfield said:
I love it. On both sides.
Same. I think its great.
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I don't get it.
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Hag Traps on that map are also blatantly obvious.
Didn't stop people from running right up to the hooks on unhook though.....
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@[Deleted User] said:
Ask the devs to fix the game, or make more nea skins? 🤔
A new Nea skin that can't dead hard or hooked twice in a row.
There! Fixed!
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It's applied directly to the forehead.