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bjorksnas

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  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558595#Comment_1558595

    sure let me just change the manufacturing process of 2003 TVs so i can stop "cheating" on my monitor what a great idea.

    karu it isn't our fault your tv is 18 years old

    spend a few or stop complaining to everyone else that you are forced to use the blatantly broken thing

  • Information is hard for them to give we complain too much about whatever they give

  • you just have better instincts

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/216770/new-unhealthy-gameplay-loop-survivor-laziness

    Another killer that needs to feel superior and powerful in a video game

    I play both but alright

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849985#Comment_1849985

    Bc corrupt provides map control and not regression, you cannot not reliably translate one into the other. You can argue the since they are hexes they need to be powerful, and that's true. What I am saying is that if perks alone or in combination are so powerful that you need to be pigeonholed into using or countering them, then we have a balance problem.

    Matches with Ruin+Undying are polarizing, the killer either stomps the team or the survivors get rid of half of the killer's perks 2 minutes into the game.

    pressure is pressure, just because you can't directly tell how much because of regression doesn't mean it didn't have the same impact of creating pressure or slowing the game

    you don't need to translate it to know that its still strong

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848865#Comment_1848865

    This is exactly why I think totem cleansing should be reworked so that if you let go of it it will regress slowly like a generator, rather than going straight to 0 instantly.

    If they changed totems like this I actually think Ruin Undying wouldn't need to be nerfed.

    I do think this change would be nice

    but im thinking how it would go instead is

    totems take 15 seconds to cleanse, and in 5 second increments a candle below the totem is extinguished and it locks its progress there

    that way the devs have nice clean even numbers to work with

  • @[Deleted User] said:

    it's just like i thought, the solo survivors don't want to try because they don't expect their teammates to try as well. and because they've never played swf, they ignore the overpowered advantages swf can potentially give.

    so its socialism and communism all over again but in video games

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848705#Comment_1848705

    That’s not how totems work and you dumbing it down to such a degree makes you look ingenious. You need to spend time checking every totem spawn and sitting on every totem for fourteen seconds. On top of that you have to deal with the killer chasing you off totems because of the free aura reading. During all this your team will be sacrificing hook states while not making progress on the main objective because they’re being forced into doing a side objective. This also hurts solos much more than swfs. A -good- swf can handle ruin/undying fairly well.

    you don't need to check every totem spawn because thats not how totem spawns work, generally they have a set range where if you cleansed a totem other totems spawn at a decent range away, if you check the totem spot next to where you just cleansed a totem you are just begging yourself to waste your own time

    if the killer is spending all that time chasing you off totems then they wouldn't have time to hook other survivors

    also this is exactly why we can't add a side objective because survivors will complain

    ruin undying is effectively why a side objective wouldn't work in this game, its lazy survivors

  • @lagosta said:

    Even when using Detective's Hunch, doing totems is not my highest priority. To optimize my chances and time, it's better to do a gen first, have the perk activate and see the general location of the totems before going for them. Often times, I need the perk to activate twice to find all totems. In the meantime, the killer is chasing, hooking, and interrupting gens bc of Tinkerer. Not infrequently, we need to fix the equivalent of 7-8 gens bc ruin undid lots of work.

    Now compare that to Pop, which is also considered a top tier perk. Killers often on this forum argue that they can get an average of 4-5 activations, that is equivalent to 1-1.25 gen regression.

    I can say that on my recent matches, if the killer lost with Ruin+Undying one of 2 scenarios happened:

    1-Extremely unlucky totem spawn.

    2-They didn't play to the strength of the perks they brought, by shooing survivors of gens.

    Suffice to say, Detective's Hunch is a staple in my builds bc if left Unchecked Ruin+Undying can be devastating. It's not only you that's losing perk slots when your totems are cleansed, I am also losing DH when I go in a trial that the killer brought no hexes.

    but also remember that pop is commonly paired with corrupt, which prevents about 1 gen worth of early gen progress from stopping survivors doing a gen where they spawned + forcing them into you for early game chase + pressure

    you are comparing a 2 perk combo to an individual perk when it can just as easily be paired with more perks

  • @[Deleted User] said:

    Undying gives your location away.

    I imagine if it ever gets a nerf, it will be that part of it.

    If the killer has ruin and undying, even if you have detectives hunch and know where EVERY totem is; as soon as you get on one killer comes and chases you off it and it resets to 0. You have to basically tell the killer you are not on a gen, where you are, and hope he is far enough away and not someone like nurse/billy/blight or some other fast traveling killer.

    I get the issue people have with undying, but I also love how it makes things like the new ruin actually effective by letting them stay up for more than the first minute or two of a match.

    The devs know the stats, so I dunno if it's really OP or not; but if it is and it does get nerfed- I am sure it will be the location revealing and not it's undying effect.

    Edit: also what is this "they have to break all 5 totems" talk, usually it's gone around 3 totems I find, SOMETIMES 4. I've almost never seen it survive to 5.

    if the killer spends the entire game chasing you off totems then they aren't pressuring anyone else

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848771#Comment_1848771

    People who run ruin undying (most of them) don't play nice, they play to win which is why they're running the build in the first place as it is currently the best killer combo. I have seen a lot of games where people treat it like a tournament, tunnelling someone out, camping to second stage, etc. Now, I really don't care that they do that, I'm not afraid to say that I tunnel a lot when it comes to putting pressure on the map, but when they combine tunnelling with ruin undying, and when you're against a bunch of baby solos, that's when I have a problem.

    Also, pop corrupt is much weaker than ruin undying. Sure it's still strong, but undying takes ruin to another league. Pop can be countered by tag teaming gens or simply not going down in the first place which both are not hard to do, and while corrupt doesn't have a counter, it's effect isn't strong enough to deserve it.

    Also, I cannot believe you haven't understood this:

    Cleansing totems makes you useless for a good chunk of the game, possibly even more on maps like lerys and midwich. Not only that but the killer gets aura reading on you on even dull totems so he knows what you're doing. Saying to do that to counter ruin undying is just as absurd as saying to "chase someone else" to counter DS UB. It's completely littered with flaws.

    Just as a point, play against a good nurse or spirit who uses ruin undying and just observe how you doing totems screws your team over.

    It's literally just "get lucky or lose".

    Get lucky or lose

    what does this remind me of

    oh right most survivor second chance perks which turn the entire game around

    hope that survivor didn't have unbreakable when you slug them

    hope that survivor that just made a mistake doesn't have dead hard to erase their mistake or dead hard for distance to a pallet

    hope that survivor doesn't have ds when you are in a pinch and need to tunnel them to get back into a game winning position

    and yet survivors even with all 3 of these perks 24/7 will complain that a killer has ruin undying while abusing their own broken things

    moral is games broke and perks are a bandaid fix both for the game and to counter each other

    also debatably ruin undying started weaker and got stronger as more survivors got lazy about taking 14 seconds to cleanse a totem they passed by

    just saying

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848751#Comment_1848751

    It really is awful that you have no interest in any sort of proper discussion. Not that I came in here expecting you to, your post clearly spoke for itself. You would rather trade petty insults and pretend that everything is your opponents fault.

    you literally said the exact same thing,

    you are holding people to standards without even bother to stick to those standards yourself

    be better

  • @Leachy_Jr said:

    No, that really isn't the gameplay loop, finding 5 totems around killers makes you a useless teammate, and may as well make it a 3v1 for the first few minutes of the game. Plus it takes literally no skill to use, just walk over to a generator and get an incredibly strong regression effect.

    There's a reason it's mainly banned in tournaments and why everyone going on a win streak uses it. Cleansing totems isn't a very good counter and wastes too much of a survivors time.

    It's kinda like waiting 60 seconds for a DS. Sure, wasting 60 seconds of your time is technically a counter, but your pretty much losing the game doing so.

    Killers need slowdown if they want to play nice, much as if survivor meta is nerfed they will just pick up the next best thing, killers will do the same with pop + corrupt which is about the same amount of slowdown but it can't be countered

    people complain that something just as strong can be countered

    wrap your head around that

    it also gets extra smashed by coordinated play so I don't know why tournaments would ban it

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848736#Comment_1848736

    What easy counter? Cleansing totems? There's nothing easy about that. But you don't care, all you have to do is pretend it's easy and suddenly everyone who disagrees with you is a scrub, right?

    All you have to do is pretend its rocket science and expect the devs to nerf it so you can keep being lazy, right?

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848705#Comment_1848705

    You are trying to paint every NOED/RuinUndying opponent as lazy.

    no, im painting the ones who don't do the easy counter while complaining about it the whole time

    if you personally do not search and cleanse totems while ruin + undying is up or cleanse a dull totem when you see it while you have some time, that does make you a bit of a lazy survivor though

  • @MadLordJack said:

    I'm also seeing an unhealthy gameplay loop. Killers want to win easily, they run NOED for a free kill or Ruin/Undying for a free win, then use the sweaty 4-person or lucky not-sweaty-4-person as an excuse for how totems are perfectly balanced and that it's everyone else whose wrong. Then they start insulting people and talking about "lazy survivors" to attempt to discredit opposing opinions because they can't admit they run these perks because of how strong they are, which is a whole other issue that hurts to see and is identical to the second-chance meta defenders.

    And when a killer player comes along and says these perks are broken, they either get ignored or whattabouted.

    I never brought game balance into the discussion

    I brought the gameplay loop of survivors refuse to do easy counters to remove killers ENTIRE PERKS

    then complain that the perks punish their laziness

    Heres a very short example of what survivors sound like doing this

    you have to press a button 5 times before pressing this other button, even though the other button gives you a reward

    survivors but I don't want to push the other button 5 times (complains up a storm)

    thats what they sound like

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848663#Comment_1848663

    Totems in the corn field feel harder to find than the ones not in the corn. It's really annoying. If they have to keep them in the corn, don't make it like in between stalks of corn, make it between the rows because those are easier to find.

    Honestly I just think not totems in the corn in general, have the all spawn by structures / in loops like normal, a good standard for totem hiding is coldwind except for corn field totems

  • @th3 said:

    The issue I have is when I go to find totems the killer isn't just sitting around afk. They are patrolling gens and often times slugging repeatedly at 5 gens. This results in an untenable situation for solo survivor teams. When two teammates are hooked/slugged the priority isn't to be doing totems. It's to be doing saves/resetting the team. Doing totems at that point is detrimental.

    I've been recording my games and every game with ruin undying involves slugging at the start. My teammates try to go for saves and it comes to a point where totems cannot be done. Even when totems do get done it turns out you did the ruin totem for the 3rd time and you have to go look for it again while the killer is slugging everyone else and it kills your team. It's made a majority of my games with ruin undying extremely unfun despite me equipping perks to help find totems and helping my team.

    some killers are just sweaty no matter the situation, I usually use ruin + undying + strong killer but never slug unless its a snowball killer like oni

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848646#Comment_1848646

    Totems are getting different looks on the reworked maps which helps them blend in. I've almost walked by a totem because it blended into the box on a LT wall on MacMillan.

    Disturbed Ward is certainly an outlier for bad totem spawns, but Corn maps also have out in the open totems. They are just covered by corn which can help prevent them from being immediately spotted a mile away.

    yea that one should be changed, no totem in the corn field

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848643#Comment_1848643

    Part of the risk when using hex perks, I got a really dirty spot on lerys where the glow of the totem was hidden because it was facing a wall in an isolated corridor.

    There's also the RNG of which hex the survivors will find first ( they always find undying first, without fail in ny matches )

    thats called talent baby just switch the undying to the 3rd perk slot for better luck

  • @ChurchofPig said:

    But then what survivors do is complain about how HARD it is to find totems when 99% of the time as killer you see where your totem is and it's like "No that won't break in the first 20 seconds" in the most sarcastic voice possible. I agree that there are some really good totem spots, but they seem rare.

    I do feel totem spots need to be toned up / down a bit

    Definitely down on dead dog saloon / lerys but tone up a bit on old maps

    totem in the middle of the field on disturbed ward I'm looking at you

  • @Blueberry said:

    People don't hate NOED because they think it doesn't have counter play. Everyone knows it has lots of counter play.

    The reason it's disliked is because it rewards the killer with kills he didn't earn. He gets them because the survivors were lazy, not because he earned them.

    People aren't saying NOED is unbalanced. It's just unhealthy design.

    isn't the unhealthy gameplay loop survivors were lazy so killers were rewarded so they complained about it

  • Survivors are just lazy, this combo becomes extremely powerful late to mid game as long as it stays up

    counter just do bones and stop complaining instead of idk playing the game with the slightest bit of side objective

  • Survivor is easy m1 gens and farm off hooks

    killer actually has to play the game


    was this helpful?

  • So many people just use it wrong way too much and ruined it for the rest of us

  • @TheButcher6641 said:

    Lightweight is very underwhelming perk and very few people run it. In order to make it a decent perk, it needs to be reworked. The current perk is this : Scratch marks stay visible 1/2/3 seconds fewer than normal.

    My rework idea would be: Scratch marks and blood trails are considerably less discernible and stay visible for 2/3/4 seconds fewer than normal. You leave no blood trails while crouching or walking while injured.

    Scratch marks and blood trails would be a deep dark red almost brown and would be less likely to attract the killer's attention from afar. At tier three, the time for scratch marks and blood trails to disappear would be halved and when paired with Iron will and urban evasion it could be quite useful to be able to hide your blood trails while injured. What do you think of this rework?

    thats a bit much for one perk

    maybe just the 2/3/4 seconds fewer + less discernible

    and make lucky break not use its duration while walking / crouched

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846848#Comment_1846848

    The subject of this post was about NOED specifically, not problematic survivor perks with the same issues.

    Me thinking there's a problem with NOED doesn't imply I don't think there are problematic survivor perks, because there are and much more of them. That just isn't the topic of this conversation.

    I just don't like the one sided arguments of this thing sucks because X while the exact same thing can be said about the same of the other sides,

    I know its whataboutism but in the sake of game BALANCE it is always a discussion of whataboutism because nothing ever gets balanced properly unless both sides are addressed

  • @Blueberry said:

    People don't hate NOED because they think it doesn't have counter play. Everyone knows it has lots of counter play.

    The reason it's disliked is because it rewards the killer with kills he didn't earn. He gets them because the survivors were lazy, not because he earned them.

    People aren't saying NOED is unbalanced. It's just unhealthy design.

    well I think survivors with second chance perks didn't deserve the escapes they get because they weren't skilled enough at the game to use their first chance well enough

    does that mean they should suddenly all be changed

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845153#Comment_1845153

    https://forum.deadbydaylight.com/en/discussion/comment/1845196#Comment_1845196

    Average killers should never be able to beat a good swf though, that makes no sense. You can already beat sweaty deathsquads by running the killer equivalent sweat builds/killers. You nerf deathsquads and what's stopping the killer counterparts at that level? I'd be fine if they made small changes to broken things on both sides but drastically nerfing swf is not the way to go, especially when these days it's more than feasable to beat swfs

    yea but you aren't seeing the bigger picture of maginification from balancing solo queue

    here's an example, balance solo queue to an average killer level

    4 man even non sweat squad will be on par with top killers due to magnification

    and 4 man sweat squad will be even father from unbeatable even when facing the best killer players in the game

    and that's why its not a "simple fix" and why its not balanced from the bottom up

    because it shouldn't be

    sure an average killer shouldn't be able to beat a good swf

    but a above average killer should be able to

    proposing for them to balance bottom up won't meet this goal, ever

  • You can get 12 chases, 12 hooks, 12 downs, and full deviousness and still manage below 30k points

    take hillbilly for example

    lets say 4 x 500 + 8 x 300 for chase points = 4400

    max deviousness because 12 chainsaws = 8000

    max sacrifice because 12 hooks = 8000

    12 chainsaws means only 3600 brutality points

    even in this perfect game with 12 hooks the killer only got 24k bp

    so are they a trash killer?

  • @SilentHillOnDvD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1846153#Comment_1846153

    Yea no, I thought blight would be my 2nd main but he slides off objects too much and his camera is too low to see sometimes

    Sliding happens, but the amount of sliding objects decrease significantly when you look out for them

  • @SilentHillOnDvD said:

    The last time I saw someone play him in my matches was 2 weeks ago and it was a 1 perk pyramid. Why don't people play him? He is a very strong killer but I guess people think he's weak? Don't like DS? He is perfect for you

    hes boring though, pyramid heads time is up, its the year of the blight now

  • No, because 4x balanced landing on all good balanced landing maps is a good enough reason why not to

  • It really seems you want the answer to be yes so here you go

    the word yes

    (yes)

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845199#Comment_1845199

    So your answer to ridiculously strong killers is to make it harder on yourself and attempt to shame others into doing the same?

    Personal challenge means more learning and makes me a better player, just saying that challenging yourself increases rate of improvement.

  • @lambdabr said:

    If bbq was so balanced it wouldn't be in every game. It's the most meta perk, it works with everything every time. Remember when people said ruin wasn't OP back in the day before the nerf?

    All i see on this forum are bad killers getting rekt. Beeing killer is so easy it's boring.

    See this is wrong because even when were gonna live forever which is a perk that used to do nothing but give bonus bp it was still used, so by that logic people are only using bbq for the aura reading 24/7 instead of bp and aura reading on top which is what actually is happening

    If you play killer boring and think killer is boring thats on you, if you can't find the fun while only using meta and sweating that is a clue you are doing something boring

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845183#Comment_1845183

    Not everyone plays games trying to improve, this is not an esports. People play because they want to have fun, and I doubt you can have fun being stomped by players that are more experienced than you.

    its fun to improve, and people still say gg after getting stomped by me playing blight so idk what gives but that's like both your points

  • @Ecstasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845183#Comment_1845183

    The best means of learning is experience, though that's largely because you're able to apply what you're observing/thinking and respond to that feedback with experimentation in real time. Stronger opponents provide more & new experiences to take into account, so generally you're gonna learn more from superior opponents than facing the same class of player forever... yet there's a pivot point.

    How much would you really learn about boxing from going all-out against Mike Tyson for a round?

    Would you learn more, or less, than going all-out against someone of even the exact same experience level as you instead?

    When it comes to your next match tomorrow against someone with slightly more experience than you, which of those experiences would help you more? Which experience actually made you the better boxer for that next match-up?

    And here's the big one.... are you more likely to come back every day after that to try and learn more if you're going against Tyson again (and again, and again) or if you're going against someone of equivalent skill each time, with opponents increasingly in skills as you do? Remember you're doing this for fun.

    Spoiler Spoiler Warning ▲ ▼

    And Tyson gonna teabag every match too.

    The question is do you learn more against someone with more experience when you are less experienced instead of someone who is less experienced when you are less experienced, rather than learn off of each other and try new things on the spot you go against someone who already knows them and will happily teach you lessons until the gens are done

    sure it might sting

    but you improve much faster then what you could learn by going against someone of your exact skill rank

    watch other players and try and mimic your gameplay after them then try and understand the gameplay until it becomes your own

    or just play a better killer myers is very abusable

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845183#Comment_1845183

    I get what you're saying, but I couldn't disagree more. Yes going up against someone more experienced can improve your playstyle, but getting destroyed that badly doesn't help anyone. Expecting players to compete while they practice is hard enough, which is precisely why the matchmaking needs to be on point.

    In that game there I wasn't able to manage more than two hooks and a handful of hits, and I assure you I have no intention on repeating that experience over and over while I get marginally better.

    however that is actually a lot on the killer you played, myers is a bit dated, this isn't really a m1 killer meta right now, to play more consistently across all skill levels you might want to learn a killer that has more than just m1 chase to offer

    make sure the try plenty of killers as you learn to find something that works for you

    and yes you still improve faster being crushed then crushing others

    it might suck but the skills you learn last forever

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1844556#Comment_1844556

    but it's better for the game financially. do you value money or players more? i don't know about you, but as a veteran player, i would support this system, because it would make the game last longer. i see no harm in that. also, since the new characters are locked until next mid-chapter, there is plenty of time to farm those iridescent shards.

    should the mods send this discussion to feedback & suggestions?

    The game wouldn't do better financial if nobody plays it due to terrible monetization systems, next thing you are going to tell us is they should put advertising ingame at the bottom of the screen 24/7 as a banner ad

  • Yes, because for some reason it masks all sounds a survivor makes, including breathing and footsteps for some reason

    it is horrifically bugged which makes it just strong enough to be considered meta, would be nice if the perk actually worked as intended and masked only the injured sounds

  • @Ghost_Face_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1841170#Comment_1841170

    That's not true. It just takes alot of practice to control your turns. I will admit it's kind of bs a PC Blight can have the turn rate of an Oni.

    don't worry a pc blight doesn't have the turn rate of oni, he has more

  • @MadLordJack said:

    Blight is one of the strongest killers in the game. Personally, I think he's on the same level as Hag, Nurse and Spirit, the killers I go to for easy, consistent 4k's.

    Consistent 4ks yes, easy not always

    though you might just be playing him in an easy way instead of challenging yourself to use your power 24/7 or in creative ways, still effective but arguably less fun of a playstyle

  • Even though blight still slides a lot and needs an adjusted pov he is probably the best killer released this year

  • So this happens to everyone and for some reason

    personally I actually see it now as a blessing in disguise

    going against good players even if they are ruthless is really putting you nose to the grindstone and its a good way to improve quickly at the game, while you could just whack other babies for another 200 hours while barely learning anything, going against good survivors would probably make you learn 10x faster, id say if you are up to the challenge go for it as 98% of it is uphill from here (2% is still when you get a good swf that will probably guaranteed crush you)

  • Simple, if the game wasn't balanced around optimal play, playing against it might be so difficult and soul crushing that many killers would probably stop playing killer, a 4 man swf is the strongest thing in the game right now with all the free things that come with communication, knowing you have good teammates, and knowing your entire team has good perks, when to save, when to be on gens, where to go to split in gens perfectly so the killer can't chase more than one survivor off gens at a time, running far in advance even against stealth killers if any other teammate has aura or line of sight

    there is currently a lot you can already do to bully killers as swf saying we should balance the game below that so they get even stronger isn't how trickle down game balancing works (balance for the best players and it will balance decently for all players below that) the only problem is a lot of players are just bad, maybe just swf instead of complaining that solo queue is weak and they don't directly balance for it

  • If someone on hook has kindred everybody gets the buff and can see the auras

    if someone who isn't on hook but you have kindred only you get the buff and can see the auras

    if no one has kindred no one has auras

  • No paying for faster queue times

  • Bill, in a traditional slasher flick he would be the crazy grampa they call for backup and he would arrive on the site with his trusty shotgun and the slasher would be no more

  • @efrain said:

    Hi, I have a problem, when I play killer and I want to damage a generator it kicks it but it doesn't get damaged or anything. I tried to prove what happened by damaging it with Pim Pam Pum and nothing,

    does anyone know why?

    thanks

    holding the whole interaction causes the generator to begin regressing, there is no instant damage to it without perks

    if the generator starts sparking after completing the interaction that means the generator is regressing

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