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bunnyfengenthusiast

bunnyfengenthusiast

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  • Bad perk changes. The main issue is the early game is way too favored for survivors. Basekit corrupt needs to be a thing, with perk corrupt blocking one or even two more gens. This simple change will do wonders to fix the pace of the game.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301695#Comment_3301695

    Considering how long DH was a I-Win button and how long DS was weaponized. I wouldn´t be to optimistic about Eruption getting changed any time soon.

    Both of those are survivor perks. The game's rhythm is in the agency of the killer. Eruption is stupidly oppressive and is the single strongest perk in the game currently.

  • Incapacitated is the single strongest status effect in the game and shouldn't be tied to any perk. To anyone who is trying to argue Eruption isn't cracked, please make your case why you think this.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300817#Comment_3300817

    Spirit using starstuck is fine. She's not in the same league as the other two (especially if you make her recharge addons be recharge not duration and nerf her pink addon).

    The other two should simply not even be allowed to use it.

    My point specifically is that Starstruck doesn't work with Blight's power.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/358881/starstruck-needs-a-nerf

    Let's say what you are thinking and actually fix the problem.

    Blight and Nurse should have the perk locked out as a potential perk for them. /fixed.

    Starstruck doesn't work on Blight's attacks. Surely you meant Spirit?

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295948#Comment_3295948

    All valid points. Yes CoH is strong. Yet I also play survivor and you will not believe how much time it takes to set it up and use (on average that is. Sometimes it's 21s to heal. Sometimes it's 2 minutes). Also if you are able to leave charlotte close-ish to survivors (and are able to hit them quickly), even pairs are not awesome - because it's much harder to actually loop in pairs (there's just 1 window, so who is going to get it if there are 2 survivors?). But sure enough, all valid points that make playing twins way harder (but not impossible).

    You obviously split up when she's on Charlotte, then you duo when she's on Victor. I also play quite a bit of survivor, and COH is VERY, very strong. Twins is already very time inefficient in general, having to hunt down the COH and kick it is a huge timesink.

  • @Gandor said:

    I play twins a lot and let me tell you that

    a, twins don't need buffs. They are very strong as is

    b, they actually need changes (that could result in a buff, but that should not be target), but those changes should be more about how quickly you can swap between them. How quickly you can get back to game and so on.

    I also play twins quite a bit, and they need a MASSIVE rework. The current meta is beyond miserable for them.

    Duo looping essentially hard counters the killer. There is absolutely nothing you can do against people going in pairs. Even if you are able to get a down on one of them and lose Victor, a pick up is very likely. That is of course, assuming they haven't healed each other considering they travel in pairs.

    Next up, and this is an issue with COH in general, but it affects Twins the hardest; COH absolutely hard counters the killer. If any time a survivor gets injured, they run to the boon and heal, you are a killer without a power.

  • Against certain killers, it's literally uncounterable. Like Myers with 99 T3, Ghostface with 99 marks, Bubba, Billy, Clown with Pinky finger, Blight with Iri Tag, Huntress with Iri Hatchet, Slinger with Iri Coin. That's a very generous portion of the roster, but imo, it's most problematic on Bubba. On the others, you can force a 1 for 1 trade when the person being camped is near death on 2nd hook stage. Assuming you are running Reassurance, you can waste a LOT of a killer's time and essentially run all 5 gens while they're busy facecamping. In the end, you may have to concede a 1k, but that's a massive loss for the killer.

    On Bubba though, it's a different story.

  • @scachich said:

    Your post is interesting to say atleast, however i disagree with most of it.

    overcharge "difficult" skillcheck is nowhere near difficult, you can even tap the gen and hit it after you let go of it, also a cooldown? for a perk that does absoluty nothing if survivors are remotely decent? are you insane? unless the killer dedicates an entire build to make skillchecks harder, you should NEVER miss it, its insanely easy, if you miss the skillcheck, its entirely your fault and it doesnt mean that the perk is unbalanced.

    Regarding your comment on eruption, i do agree that the incapacitated status effect is very punishing, however it should not be reduced to a pathetic 5 seconds, it should instead, block that generation for that duration, so survivors can still heal or do something else so you dont feel like "dead weight"

    Its obvious you're complaining about the typical 3 gen strategy, its not that hard to identify a 3 gen and harass the killer into leaving it, survivors have fast track, potential energy, prove thyself, resilence, stake out, hyperfocus, but the problem is, when you're buying time for your team, do they rush the gen?, nah, they're just hiding in the edges of the map.

    The problem is not the perks, they're the current meta and its perfectly fine, the problem is mainly directed to the survivors, buff solo queque, so your teanmates will probably have more than 1 braincell if it happens

    Note that if you dedicate your entire build to kicking gens, of course it will be more difficult to repair, but a skilles swf can keep harassing the killer by progressing on multiple generators.

    If you keep having problems with these perks, run perks to counter then, problem solved.

    I'm trying to respond to your post as seriously as I can but you've presented very little in terms of counter arguments. I've made a comparison between an existing perk with a high cooldown that triggers a difficult skill check (without an added regression bonus mind you) to another perk that gives it infinitely, on top of also giving a boost to regression. You haven't addressed that. Also, survivors miss skill checks. Good survivors too. Especially when required to hit the same skill check 30 times in a row against a killer camping a 3-gen. Losing 13.5 seconds of progress just like that is a massive slap in the face.

    Next up, you seem to have a fundamental misunderstanding of what the issue with Eruption is. I recommend going back over the numbers I posted and what they mean in terms of regression/slowdown.

    These perks are problematic in a swf setting or outside of it, hence why I didn't make a distinction between either scenario in my breakdown.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295252#Comment_3295252

    That’s the problem though. The game does not make this clear anywhere and it’s an extremely unintuitive and unnecessary mechanic. Passively spawned chains just shouldn’t interrupt the box solving process. It’s already a thing for exit gates so the code already exists for that.

    In return make it so Pinhead doesn’t break his own chains by walking into them. I think that’s a fair trade.

    This entire game is designed around unintuitive and unnecessary mechanics to be honest.

  • @VoidFoxune said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295252#Comment_3295252

    But that's the problem, I did do that many, many times before trying to solve it. It is literally IMPOSSIBLE

    And I'm telling you, it literally isn't. It takes 6 seconds to solve the box without addons, 9 seconds with both addons. Chain Hunt chains spawn 9-12 seconds apart, and takes almost a full second to come out of the portal and shoot at you. If you wait until the 3rd chain spawns, you can solve the box consistently.

  • The chains spawn in 3's and give you more than enough time to solve the box. Wait for the 3 chains to spawn, break them, and solve the box. It really is that simple.

  • Depends on the killer too. If a killer being "playable" is being able to near-consistently 3-4k, then that's not exactly a fair standard to set. I play with full aura builds on a lot of my killers, and even some builds where I go out of my way to use suboptimal perks on B/C tier killers and I still do really well.

  • Some of these changes are great, others are awful. Some of them like addressing Iri Blight Tag (his least offensive addon) and not C33 are just all around bad. Iri Tag is extremely hard to get value out of. But yeah, sweeping major killer changes like this are something BHVR will never do.

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294641#Comment_3294641

    It doesnt even work for that, and it gets thrown out the window in favour of queue times.

    It absolutely does work for that, and yes, queue times may occasionally cause it to fail; assuming you're playing on some very low activity time of the day for your region. I think the current system is entirely fine, as opposed to having 15+ minute queue times for every game, even if it leads to some very strange situations, like a p100 nurse going up against 4 brand new players at some odd time of the day.

  • MMR works only to segregate brand new players from "experienced" players that know what they're doing. Anything above that is very loose. It's either that, or you wait 30 minutes before every game to get matched with someone of your level. Honestly, only way to get better is to keep playing against good players.

  • @TonyXSplash said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291495#Comment_3291495

    What corrupt does is it makes the map smaller for the killer by not having to spend too much time just by walking to the generators.

    Yes. A smaller zone of the map is easier to control than a larger one. It lets a killer get early game pressure going without losing 3 gens to the first chase, which is typically what will make or break a game for a killer.

  • @ISeeAChocolateWafer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292929#Comment_3292929

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292807#Comment_3292807

    Knights power can't do much against experienced survivors. He's to weak already and some chase power wouldn't make him OP but makes him balanced with survivors, more fun to play and knight accurate. longer lunge attack for example.

    Knight is the opposite of weak right now. He's by no means some S tier killer, but he's very strong still. His chase loop can let him zone survivors with very little mindgame involved compared to Artist, and he's one of the strongest 3-gen holders in the game.

  • His power is literally an antiloop, what more do you want?

  • Both are pretty solid killers. If anyone needs a buff, it's Trapper, Myers, and Freddy.

  • @HugTechLover said:

    What if I have to leave the game because my son wakes up? Or there’s a medical emergency? Or my internet cuts out? I deserve to be perma banned for that? What a joke lol.

    Don't queue up for a game if you're not ready to play it to its end. If your life consists of enough emergencies to earn an escalation to a permanent ban, then you probably shouldn't be playing video games in the first place.

  • Basekit corrupt would do wonders to help the balance of the game.

  • Being infected against Nemmy is an annoyance at best. You aren't slowed down, nor are you an instakill. It simply eats one of your health states against his power. His power is also difficult to hit and needs to be set up properly against good survivors. He's also a very low mobility killer. If he wants to go around infecting survivors 8 times without committing to a chase, all the better for me.

    Being infected against Wesker is a death sentence. You lose 8% movement speed (meaning the killer moves 25% faster than you), you are an instadown to a power that can cross a lot of distance very quick, and all this against a decent mobility killer.

    Point being, the two are nowhere near equivalent. Hit and run nemmy is throwing. Hit and run wesker is actually strong.

  • Some killers are straight up useless without certain perks. This is a very bad idea, and an overreaction to trying to fix quad slowdown.

  • Some of these ideas are terrible. Pocket COB+Pop at range that can be used with very little cooldown on gens that are very far away is an atrocious idea. Knight is already very powerful at holding 3 gens.

  • @Tsukah said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290603#Comment_3290603

    It's a bad idea my dude, especially for people who have connection issues or major power outages especially where I live in Canada where the winters are long and harsh

    And there's no need to be rude towards me, grow up

    How and where was I being rude?

  • @Tsukah said:

    Terrible idea, permanent bans = bye bye money and playerbase

    Current penalty is fine, 3 days (72 hours) is not a joke at all

    Saying bad words = permanent ban = bye bye money. There is nothing excessive, or controversial, about asking a playerbase to refrain from using certain language under threat of a permanent ban. Conversely, there is nothing excessive about asking a playerbase to actually play the game instead of ruining the other 4 players' experience under threat of a permanent ban.

  • @IlliterateGenocide said:

    Also why are people acting like tombstone and unlimited tier 3 takes a while to get. It takes like 1-2 gens max

    Unlimited T3 AND Tombstone (assuming Tombstone and not Piece) definitely take a very long time to take if your team isn't gifting stalk. If the Myers is running PWYF, it's a different story, but you can still predrop every pallet and break LOS. Piece, however, can be achieved in a much quicker time and gets you an instakill.

  • I think you mean the skill floor. The skill ceiling is still where it's always been. Relying on Bloodlust is a crutch playstyle for bad killers that can't mindgame, and relying on it exclusively will almost always lose you the game. Good players can get the timing down for flashlight saves in no time, adding a buffer just makes it slightly easier for newer players to learn.

  • Aye, ever since this last update, I've noticed the prop spawn logic has been screwed up. I've even seen props spawn so close together that survivors could run past and the killer couldn't, or survivors simply couldn't run past. I've also seen a lot of props spawning right up against loops in the most awkward angles.

  • I don't know that this is a bug. It happens if a survivor is vaulting a window, but is far enough into the animation that their hitbox is outside Virulent Bound range. This leads to the window being blocked AND the hit whiffing, which causes a bounce. I also don't think this is something that should be fixed in any way. If Wesker is greedy with his power, this is a whiff punish. Otherwise, you can wait the .1 second to vault the window.

  • @burt0r said:

    Well the difference is easy:

    Killer camping/tunneling -> strategic value -> upsets the target

    Survivor tbagging/clicking/BM -> upsets the target -> strategic value

    Ergo survivor use the annoyance and frustration for strategy while the killer strategy causes annoyance/frustration.

    And I personally think of the first as worse. Inducing a negative emotional state in someone for an advantage is worse than the strategic advantage having the side effect of causing a similar state. Meanwhile i don't do either but was regularly subject to the first without provocation, the reason why i ultimately left the game.

    Edit: A better comparison to killer camping/tunneling would be for example survivor flashlight saving (not clicking) or (mass) hook bodyblocking. Both are annoying but are mostly done for strategic value and have the frustrating aspect which makes people call it BM only as a side effect.

    Btw I'm not saying that no one is using them just to cause frustration, just that in general it is a inseparable by-product.

    I'd get that if we were talking about mid-match BM. I was specifically referring to exit gate BM here, which serves no tactical purpose.

  • @ImNotBobDylan said:

    Well to a larger extent OP has a point, most of the survivors I've seen BM usually do it to the nicest killers, and I say that as a survivor main. When I was playing killer, I would even seen some survivors tbag me after I literally gave them hatch, multiple times. I usually give 0 ######### about it and still give hatch to most survivors, these guys are viewed as losers by killers AND survivors.

    That's typically because those survivors will only ever get the chance to BM against the nice killers. Tunneling and camping, whether you like them or not, are very valid and very powerful strategies for killer, that help secure a win that much more. Survivors BMing the few killers that don't tunnel just incentivizes THOSE killers to tunnel.

  • @dspaceman20 said:

    You act like killers don't tunnel regardless if the survivors bm or not

    That's my point exactly. If a killer goes out of their way to play fair then gets teabagged at the exit gate, there's a high chance the next group will get tunneled.

  • DH currently is one of the worst exhaustion perks. It gets conditional value (like Smash Hit) instead of guaranteed value (like every other exhaustion perk).

  • It's interesting but it just sounds like Blight with more steps. That said there are some good ideas in there. Honestly, I think just being able to see where Nurse is aiming her blink might be big enough of a nerf to her; that and making blink attack special attacks.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267044#Comment_3267044

    No you didn't. Like do you mean that someone would prefer your version of smash hit, because some people can't find windows or hills, but are able to waste pallets (and are encouraged to do that even to best pallets)? I highly doubt you will find such a bad survivors after first 50hrs of playtime

    I would rock my version of Smash Hit (assuming it's a full 2 seconds of sprint, and not 2 seconds minus animation time) over a lot of exhaustion perks. I've been in plenty of situations on plenty of maps where a vault is risky, and I'm not in the mood to babysit Sprint Burst. DH is contingent on the killer making a mistake to get any value out of (or specific setups) and requires you to be injured, Overcome requires you to take a hit, and Head On is for memes. Having an on-demand exhaustion perk that activates specifically when you drop a pallet (which is typically when a killer will already be at a disadvantage in terms of catching up) lets you create so much distance.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266204#Comment_3266204

    on the game that is true. On most of other maps windows are better bet. Windows will not disappear. And windows would still give you 1s longer sprint which is a huge deal. BL also makes you not staggered AND has longer sprint burst so again the effect is stronger.

    So I have to repeat myself. For what reason would anyone ever select your version of smash hit over other exhaustion perks? Because I can't find a single playstyle/reason to actually see that. The only thing I see is you created even worse smash hit then we currently have (because even trash pallet can save you in some rare instances when you are able to stun killer with it - so throwing them down (and slowing yourself with it) for 2s speed boost still seems like a bad idea to me - especially if it prevents usage of lithe/sprint burst/balanced)

    I've already answered you.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266161#Comment_3266161

    Ok. So you added 1s so that description is more accurate but still removed flat 2s (so overall -1s) in exchange for easier way to initiate the perk. Why do do you think the perk would become more competitive exhaustion perk with your change? Why would anyone ever (because of which situations) pick your smash hit over lithe or balanced landing?

    Balanced is contingent on finding a hill/elevation, Lithe is contingent on finding a window. Even the unsafest pallet can be made safe by a speed boost on drop, and pallets are very easy to find.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266149#Comment_3266149

    that's not the case with current smash hit. Smash hit activates at the start of animation - so you have effectively ~3s of sprint instead of 4s

    Yes, but current Smash Hit is reliant on stunning the killer, which happens mid-animation. It's as simple as changing the start frame to the end of the animation.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266043#Comment_3266043

    terrible idea. Especially with reduced time. I mean BL and lithe and sprint are all 3s (and don't eat 1s from animation). We are talking about buffing the perk so that it is used sometimes - not nerf it even further

    I don't know why you assume the 2s starts when you drop the pallet. Not like the Haste starts when you start vaulting the window on Lithe. It's as simple as having the Haste start immediately when you finish the pallet drop animation.

  • @Spirit_IsTheBest said:

    I personally think it should now activate from more than just stunning the killer with pallets, it could maybe activate from perks that don't inflict exhaustion like Decisive Strike or flashlight saving somebody, then you would just get a good amount of distance. I can see it being very strong this way.

    A nerf in return if it ever got changed into something like this is to have its speed boost reduced to 3 seconds or so. And obviously it will keep its exhaustion status so it can't be used with perks like Head On.

    Might be too strong but I personally think it would be a cool change for the perk, what are your ideas?

    How would I personally fix it? It activates on ANY pallet drop (doesn't need to stun), and the speedboost is reduced to 2 seconds. It becomes a more versatile version of Lithe that's also weaker. It lets you get value out of completely unsafe pallets without NEEDING a stun (by getting a speedboost, same way Lithe can let you get value out of unsafe windows), but also is on equal footing with Lithe, as pallets are typically easier to find than windows.

  • I'm honestly not opposed to it. DS has become pretty much worthless since OTR was buffed. Even then, DS is basically worthless against killers like Nurse, Spirit, or Blight. Having it activate twice gives it at least a modicum more value.

  • I'm a killer main with 90/10 time on killer/survivor. I'm just dropping my opinion in here: yes, Eruption is absolutely overtuned. I believe that quad slowdown in general is a particularly aggravating build to go up against on most killers, and can carry even some terrible killers to victory if they camp a 3 gen against an uncoordinated solo Q, but I also believe that individually, a lot of the gen regression/slowdown perks are entirely fine. To include COB, Overcharge, Pain Res, Jolt, Ruin (this one is actually underpowered imo), Pop, and Oppression. However, Eruption is far too powerful, even on its own, but becomes ridiculously oppressive when combined with some of the above.

    The current optimal gen regression meta has evolved from having passive regression to active regression in the form of kicking gens with Call of Brine/Overcharge and topping it off with Pain Res. This playstyle is fine enough to go up against: Call of Brine/Overcharge can be pressured by tapping the gen, and Pain Res requires a hook. Eruption, however, synergizes far too well with these perks, on top of being very powerful on its own. 25 seconds of slowdown per person hit by the explosion, on top of the 9 seconds per generator kicked, is simply far, far, far too punishing. The cooldown is essentially meaningless as well; by the time you pick up, walk to a hook, hook the person, and get back into position to kick a gen, you're likely at 10-15 seconds left and can afford to wait it out. It's a perk that is far too oppressive on its own, and becomes absolutely busted when combined with other gen reg perks.

    The solution, in my opinion, is to slightly crank up the gen regression portion (12-15%) and either drop the Incapacitated down to something very small (5 seconds at most) or remove it entirely.

  • I recall reading something about this a while back. The gist of it is it's basically ping shenanigans and there's nothing they can do about it. I agree, it feels really bad. I have so many clips of me doing a perfect Dead Hard (you see the animation start up, you see the prompt for it disappear from my screen) but I still get hit. It really sucks, but it's the nature of the beast. Until we can invent worldwide LAN, this is the best we're gonna get.

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265495#Comment_3265495

    I just don't like that people constantly have to mend. At the very least give them some skillchecks or something.

    If people are constantly mending, that means Legion isn't getting any downs since he's constantly in Feral Frenzy. It's boring, but you're not in any real danger. The way to solve it isn't to make his power absurdly powerful and make his addons broken as hell.

  • Only ones I can agree on are Eruption, fast gen times, and to some extent, quad slowdown. I believe there's a very simple fix for the first two:

    Eruption has its numbers tweaked, either removed the incapacitated part entirely, or cut its duration down to something much lower (5-10 seconds) and pump up the gen regression ever so slightly (12%).

    As for fast gen times, make Hyperfocus not work when using a toolbox. Hyperfocus Stakeout without a toolbox will cut maybe 10-15 seconds from a solo gen. Hyperfocus Stakeout with Commodius with charge addons (no BNP) can knock out a gen SOLO in 40 seconds (I have a clip of me doing this, it's 100% possible).

    As for quad slowdown, it's its own can of worms. There is some counterplay to it (in the form of pressuring gens very hard, with Prove/toolboxes), but it's definitely a very annoying and very low-effort high-reward playstyle, especially against uncoordinated solo Q. I've seen far too many bad killers carried by Call of Brine+Eruption+Pain Res+Overcharge/Jolt/DMS. Especially in a 3 gen situation, it becomes near impossible to break for the average team if the killer camps out his gens. I think each perk is fine individually (except for Eruption), but the amalgamation of them together makes for a very powerful combo, especially considering there are a lot of killers that don't need any utility perks with their basekits being very strong.

  • Some of these changes range from unnecessary to wildly unbalanced. Never Sleep Pills, for one, absolutely don't need a buff, and neither does Mural Sketch. Legion is in a very good place right now, he doesn't need any tweaks whatsoever.

  • @Lastchild said:

    https://forum.deadbydaylight.com/en/discussion/354754/ghostface-is-the-most-unfun-killer-to-go-against-in-the-game

    It takes a precise angle to reveal the Ghosty boy.

     This is in no way a problem.

     Moreover ghosty has no map control.

     Like all M1 killers, it must tunnel, slug, and take 1 small NOED/Startruck to maximize its power.

     Finally if you play Ghosty boy you will understand that he is not as strong as you think, but as always most of the people who complain about a killer never play him.

    @AverageAshEnjoyer said:

    play him yourself and then tell me revealing him is too hard.

    @Hannacia said:

    Try playing him... you'll notice how easy it is to reveal him. I get revealed through walls and other stuff nowdays. They made it so easy to reveal him its impossible to stay stealthed.

    He is literally one of the weakest killers out there and i rarely see him. Now due to the tome i see them more often but escaping against them is pretty simple unless they are thousand hour GF mainers.

    I play him quite a bit, I never get revealed by the person I'm chasing if I don't want to be. It's as easy as hiding behind a small prop, and peeking in and out of cover to get some stalk in. Either the person leaves and I can 99 them, or they stay in the tile and I have them fully exposed within ~10 seconds. The only time I'll get revealed midchase is when someone else is doing it from behind me or so. The mechanics pertaining to the killer are wonky as hell, and can be very punishing to deal with. I think there should be some penalty to the killer beyond simply having to wait out the cooldown for his power. If you're the one to reveal him, your stalk meter should reset entirely. Getting 99'd midchase, revealing him, then getting exposed fully when he pops his power in your face and downs you instantly doesn't create for very engaging gameplay.

    Asymmetrical doesn't excuse inconsistency or improper functionality of a killer's power. All it means is both sides play differently. It doesn't excuse any flaw in design. It would be like excusing gens sometimes not showing visual progress to a killer, or giving audio cues, because asymmetrical gameplay. It's a non-argument.

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