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dugman

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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2863058#Comment_2863058

    Weird because perks like Knockout are useless with comms. Along with many others. I wonder why they'd make these perks if they serve no point?

    Because while a lot of people play with a friend or two 4-person swfs are rare. Something like 90% of games or more have at least one solo survivor in them.

  • @MikaelaWantsYourBoon said:

    Nurse is okey with her speed. Huntress, Spirit etc. are okey because they have strong powers. M2 killers is good with 115% because they can play around loops. But what about stealth and m1 killers?

    Would it so bad if Wraith, Trapper, Myers, Ghostface etc have different speed? 120% for example. This killers have nothing to stop loops. Trapper has traps but they are garbage most of times. Do you think that would be healthy or so op?

    Don’t forget there are 110% speed killers too.

    As far as having a killer that has a base speed of 120%, I’d be up for it. The devs would still probably want to give them ability they can activate with the power button but it probably would be less powerful than typical killer abilities since 120% speed is a pretty nice effect all on its own.

  • @Araphex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2864636#Comment_2864636

    The game isn't based around 1-3 survivors escaping, but it should. It's now some esport version of a horror game that is 1v1v1v1v1 instead of being 1v4. The game is just horribly unbalanced anymore.

    The balance goal is an average of about 2 kills and the most common results being 1-3 kills. They want 0 kills and 4 kills to be the outliers.

    I do agree though that the game should have been designed as the survivors actually winning or losing as a team with a clear win/loss objective for the group. Designing it to be semi-cooperative is a flaw, that sort of game design rarely works well. Unfortunately it is what it is, there’s no changing that at this point.

  • @squbax said:

    If you let 2 survivors escape as killer you got dunked on, not only did you fail to stop them repairing all gens but you also let two of them out the exit gates, you failed as a killer, thats a w for survivors.

    The game is designed around 1-3 survivors escaping being the most common outcome. The gens are supposed to be completed most games when both sides play equally well. This notion that there's supposed to be a 50/50 chance of the gens being done is mistaken.

  • I agree, boring is definitely an overused kind of meaningless buzzword.

  • @GentlemanFridge said:

    Character portraits would be better. That would also make it substantially easier to see who you're talking to in post-game chat.

    I agree, I’d rather see the character portait where the opponent’s grades currently are. Opponent grades are mostly irrelevant but knowing at a glance which player was Bill, for instance, is handy.

  • A noise notification would definitely help.

    Another thing that could help is putting survivor auras in a graphical layer in front of generator auras and making them distinct colors. Really seeing the survivor aura is typically more important than the generator so if you could see survivor auras “through” generator auras just like you can see survivor auras through objects that would really help this perk I think.

  • I like Doctor, he’s one of my better killers.

  • I just play the game and offer survivors a box of tissues when they say I “tunneled”, whatever that even means.

  • I’m mostly neutral on maps, aside from disliking corn in general I don’t particularly hate any of the maps really. I get confused sometimes in RPD but that’s on me not knowing the layout, otherwise the map is ok. 🤷‍♂️ I’ve never been bothered by Ormond or Eyrie either. And I tend to do ok on The Game since it’s not actually that big a map in terms of area per floor.

  • I would say she's at least 4/5 stars simply by virtue of having great speed to catch up to survivors that she just hit and decent stealth (yeah survivors can hear her now but it's still pretty good). Her 110% movement speed out of stealth does hurt her slightly though, as does Iron Will being relatively popular, so those might be enough to keep her out of the 5/5 stars bracket. (Not that I'm a Spirit main so take my opinion with a grain of salt.)

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2863927#Comment_2863927

    Eh, idk, it's just everytime I've tried to hunt for a totem, everyone popped 3 gens and never give me a chance, lol

    Lol, could be. Honestly I play killer mainly so take what I say there with a grain of salt. (I also don’t use NOED that often, I think the only killer I have it on at the moment is Hag in an all totem build.)

  • @MikaelaWantsYourBoon said:

    Nurse and Blight, Lethal.

    All of others, Corrupt.

    Hillbilly too. Legion also probably.

  • Ghost Face is still my favorite. 📸 😱 😈 🔪

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2863658#Comment_2863658

    Take one minute to destroy all 5 totems? It takes 14...12? Seconds, which is already a minute, then you gotta factor in travel time

    It usually takes longer than one minute to complete the last generator or two since those tend to be easier for the killer to defend.

  • @Voodoo_Thirsty said:

    I got so sick and tired of seeing NOED and decided to do what every killer told me to do on the forums. DO BONES.

    So I did.

    I went around the map, cleansed every hex/dull totem I could find and one Mikaela came up to me and started to point at me profusely.

    Then at end game, she started going off about "why'd you cleanse totems when boons are meta" "You're trash" "You ruined the entire match for everyone" and etc.

    So, I DON'T cleanse totems and get flamed by killers, when I DO cleanse them, I get flamed by survivors.

    WHAT DO YOU WANT ME TO FREAKIN' DO???

    Probably the optimal strategy is leave the totems up initially, but then on the last gen take a minute to destroy the remaining totems. That leaves Boon users multiple choices early in the match but eliminates fhe threat of NOED at the end.

  • On a tangent Boons also opened up a new potential perk design space for killer perks that interact with Boon totems. For instance, a perk that lets killers hear Boons from farther away and/or highlights their auras within a certain range. Or that gives the killer some extra benefit after snuffing a Boon, like a speed boost or seeing the auras of survivors or exposing the survivor who placed the Boon, etc. Or a perk that temporarily blocks all totems when a Boon is snuffed or when a Hex totem is destroyed.

    So far the only perk we’ve gotten along those lines is Hex: Pentimento but I think there are some interesting other avenues to explore in that area.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2862860#Comment_2862860

    It's not 2 seconds first of all, that's being extremely disingenuous. You're more likely looking at something of at least 6 seconds and that's probably the more favorable maps with many maps being significantly more than 6 seconds. Let's even use the more kind amount of 6 seconds with better maps and ignore the worse ones. The game is a 1v4, not a 1v1, so comparing 6 seconds to find and snuff to the time for the 1 survivor to bless is once again simply disingenuous or not understanding. A fair comparison would be 6x4 for each survivor because you are giving that 6 seconds when you snuff the totem to each survivor. So you are giving them at least 24 seconds of gen time minimum every.single.time you snuff a totem...

    Yeah...that is OP.

    Your analysis is a bit off in a couple ways

    • You’re including the time it takes the killer to get to the totem to snuff it but not including the time it takes the survivor to get to the totem to relight it. The survivor doesn’t just instantly teleport to the totem, they have to spend a few seconds moving to the totem as well. So really that movement on both sides is more or less a wash, the major time difference is the 2 seconds to snuff versus 14 seconds to bless so it really is something like a 10-12 second time difference in the killer’s favor. (Kind of like 1/2 a Pop)
    • Not all four survivors are on gens all the time so the worst case scenario of the killer giving all four of them 6 seconds on gens almost never happens. Typically it’s more like you down/hook someone, snuff a nearby boon, and then chase someone else. And the downed person isn’t usually getting anything useful out of those 6 seconds while slugged. Likewise if a survivor is already eliminated it’s not even a 4v1 at that point. The basic point that a killer shouldn’t spend a ton of time snuffing boons while nobody is downed or hooked and all four are alive is correct, but it’s not actually a 6 to 24 seconds type deal assuming you are picking appropriate times to snuff them and not just doing it randomly.
  • I visited Canada a long time ago, nice place. 👍

  • @BadZilla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2863220#Comment_2863220

    It's a very interesting way of playing her since her condemnation ability is weak I'll watch the video later but it only works because of her ability and it won't work for other killers that's the problem.

    Her ability add-on definitely gives her extra time to do all that slugging. Slugging as a tool though does work pretty well since you’re not spending 10-12 seconds hooking someone and spending that time chasing and downing someone else. It’s really a balancing question of when is it worth spending that time securing a hook on someone versus increasing the pressure on everybody else.

  • I’m having a good time, Sadako in particular has been fun to play.

  • She’s actually not too bad, especially compared to other Stealth killers. If she still needs a buff it probably wouldn’t need to be too major. But some possible avenues to approach it might be

    • Remove her lullaby. I think she’s the only Stealth killer with a lullaby, not sure why she has it, but removing it would help her be even sneakier,
    • Reduce the TV refresh timer. That allows her to teleport even more often and build up stacks on Condemned more quickly.
    • Slightly increase her speed while Manifesting. Currently she moves at something like 98% survivor speed, she could probably move 100%+ survivor speed while Manifesting and it wouldn’t be broken.
    • Slightly extend the amount of time she spends invisible after Manifesting. That would help her mind games at the start of a chase or at a walled tile, etc.
    • Allow Condemned to build up passively on anybody within a certain distance of a TV that is on. That would further entice survivors to turn the TVs off, which also builds up their stacks.

    Like I said though, I don’t know if she actually needs a buff, for all I know statistically she’s doing ok. 🤷‍♂️ And in my own games I’m doing decently with her.

  • @BadZilla said:

    The problem is you're just slowing down the inevitable you slug 1 or 2 while you look for another one they will just quickly help the downed survivors and it's basically ping pong from there + unbreakable you only need 1 survivor with it to ruin your whole slug you will still get gen rushed to oblivion unless you slug with a nurse .

    Coincidentally RedsGamingGears posted a 90 minute set of matches with Sadako on Youtube this morning where he specifically played with various tweaks of a loadout around heavy slugging. And it works pretty well! 🙂 (It’s on par with playing normally at least.) The key parts were

    • He used Sadako’s green add-on that makes it so if a survivors heals someone who has Condemned stacks the healer gains a stack.
    • Infectious Fright for information on a down. If he gets a scream he can chase that survivor, if not he has a good idea then where to project to find someone else.
    • Jolt to trigger explosions on downs. (Since he spends so little time carrying to hook he gets a lot more downs over and over to keep triggering this).
    • Bamboozle to block key windows on strong tiles in order to force survivors to drop pallets as soon as possible
    • And a fourth perk that is flexible

    The strategy is simple - keep chasing and downing survivors over and over, projecting occasionally to give them new stacks of Condemned, so that the survivors are constantly busy doing anything other than the gens. If they don’t heal the dying survivors they just lose to a full slug, but by healing they continuously gain Condemned stacks and then quickly have to grab a tape to deal with that too. He picks one specific survivor at the start of the match which is the only survivor he actually carries to the hook while the others are healing, the rest he just keeps slugging and pressuring. Gen progress is extremely slow because of the massive map wide pressure he can exert with her, so eventually what happens is either he manages to finally three hook that one survivor or someone’s Condemned builds up to full and, because he’s never busy hooking anybody, he can then go immediately and try and down and kill them. And because of all the constant chases and lack of gen progress and Bamboozle all the loops lose their pallets eventually and the whole map is a big dead zone.

    It’s a pretty interesting strategy, not just because it goes against the current grain of using Scourge Hooks, etc, but also because it’s one of the few viable ways to play that in fact does generate some Condemned kills even against survivors who are normally somewhat careful about that sort of thing.

    https://youtu.be/0oKevydvN_k


  • I honestly don’t think they’d need to make any killer perks base kit. Worst case, if Borrowed Time being base kit actually made things a little to easy for survivors, they could just slightly increase the amount of time it takes to complete gens to compensate. That would be a much more straightforward buff in terms of programming and one that could be fine tuned to any degree by simply picking different numbers up or down.

  • There's this persistent myth that the devs didn't intend for people to use comms, but in fact from the beginning they totally expected that people who play in swfs will use comms. And in fact the devs themselves play on comms all the time, it's totally normal.

    Of course they also have said they recognize that there is a balance gap between solo survivors and survivors on comms. And to that end in the January update they said they're looking at ways to help solo survivors get some additional information in the HUD on what the other survivors are doing to help level the playing field between solo and swf.

    But no, being on comms isn't cheating. The devs are perfectly fine with it and do it themselves.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2862504#Comment_2862504

    yea but thats what her ambush is for or so i think, she isnt made to sneak up and grab you she is made to sneak close so she can dash on you and get the hit a real stealth killer in my opinion would be ghostface or wraith their power is stealth while pig more has it like a "side power" "extra power"

    Of the two you mentioned Wraith can’t easily get grabs out of stealth either since he has to decloak first. In fact it takes him longer to decloak than Pig and unless he has Silent Bell they also know he’s there. So by that definition he’s not a Stealth killer either since really his ability is designed to get quick hits after coming out of stealth, usually through bodyblocking.

    Of course I think all three are stealth killers because they all use Undetectability to try and get close to survivors for quick hits before chases develop.

    P.S. if you think Pig’s stealth is a side power I will say again I think you’re not taking enough advantage of it. I consider her stealth to be her main ability and the traps are her secondary ability.

  • See my comment about people not taking enough advantage of her stealth when crouched.

  • Pig is more or less in the same boat as other stealth killers in that all stealth killers perform well against average survivors but are weaker than other killers against survivors with strong awareness. The more aware survivors are of their surroundings the harder it is for Stealth killers to take advantage of their Undetectability to get quick hits before chases can evolve.

    If I had rank them I’d say probably Sadako then Wraith, then Ghost Face and finally Pig. But really if you’re good at being sneaky they’re all kind of similar in performance. (And I say that as someone who loves playing stealth killers, I do pretty decently with all of them).

    I will say I think a lot of people underuse Pig’s crouch and Ambush honestly. Yes, she moves more slowly while crouched, but if you are able to use that stealth to get close to the survivors then the time you lose while crouched is made up for by the time you saved on the quick hit it delivers. And if you can get close with stealth the Ambush is virtually a guaranteed hit unless they are literally right next to a vault. It works for me at least. 🤷‍♂️

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2862316#Comment_2862316

    It unfortunately comes down to the same thing, it would be a massive undertaking

    Ah well, that’s a bummer. 🙁

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2862303#Comment_2862303

    This is a question that we answered in the last Q&A where we answered why we can't implement this.

    https://youtu.be/wIocxDbQ-9g?t=1873

    Ah ok, I took that answer to refer to a match replay system that was user friendly and robust enough for players to be able to rewatch their own matches versus a more limited, perhaps clunkier system that could be used internally for customer service reference. I take it then that the technical difficulties he’s discussing there extend even to internal controls.

  • @Mandy said:

    I appreciate the frustration around the report system, it is the same for all platforms as well unfortunately as video evidence is required for most reports and those need to be sent with a Support ticket.

    Playstation and Xbox as well as PC do have these recording features built in but again, it's not the most intuitive thing to use.

    To clarify, I think part of the suggestion the original poster is making is that the reporting system should have a way to automatically generate a corresponding replay file behind the scenes that gets attached to in-game ticket as the user submits it. That way the onus of creating and attaching video files is removed from the end user and just happens systematically.

  • On a related note for playing Sadako, RedsGamingGears has been doing a ton of Sadako games this month and is really putting on a clinic of various things you can do with her. Just this morning he posted a 90 minute long session on Youtube where he used her green add-on that Condemns survivors who heal other Condemned survivors to effectively do a slugging intensive strategy where he keeps downing and slugging survivors and when they’re healed it very quickly builds up the stacks to the point that he gets kills off fully Condemned targets. It’s not “better” than playing a more traditional hit and run game with her but it’s an interesting viable way to actually effectively force survivors into Condemned and keep them pressured off the gens in the process.

    (No need to watch the whole thing, even - the first game pretty much demonstrates the strategy.)

    https://youtu.be/0oKevydvN_k


  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2862143#Comment_2862143

    It isn't perfectly reasonable. It's boring. Then again, this game is like hockey and i guess you are just playing goalie.

    Lol, and there’s the dead horse hockey analogy.

  • I have to say, I’ve never tried this add-on out, I should give it a whirl. Basically the strategy would be phase near a vault mid chase, move toward the survivor a bit and quickly unphase. You now have them hopefully stuck in a dead area with no vaults and you nearby able to get the hit before they can reach a new tile.

    Combine it with some anti-pallet perks or maybe the red add-on that refreshes your Phase timer when you break a pallet and it could be an interesting anti-loop leaning style.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2862128#Comment_2862128

    Just call a spade a spade.... I defend killers more then most. Just look at my post history. I understand why they are doing it and know it is required in most cases because the survivors objective is a fraction of the killers to complete.

    Calling perfectly reasonable playstyles unfair isn’t “calling a spade a spade”. It’s just an ill conceived opinion.

  • I actually think DbD Mobile is better in some ways that the PC/Console version, there’s definitely some things it has and does that I wish this original version did:

    • custom matches with bots
    • bots replacing disconnected players
    • killers not seeing survivors in the lobby so less lobby dodging
    • a more mechanically interesting setup for their missions (it has separate logs of daily and weekly missions with five slots each plus something like story arc missions)
    • better loading screens
    • maybe a better bloodweb? (it’s different at least)

    In fact the only thing I don’t like about the Mobile game is controlling killers on my tablet is infuriatingly difficult. You move and strafe with your left thumb, and your right thumb controls both the camera and taps in a different spot to make attacks, which means you basically have to choose between turning and attacking. I eventually just gave up on it, I got into so many chases where I was thinking “if I was in mouse and keyboard right now I’d have easily down this survivor”. Such a shame, everything else is great.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2862110#Comment_2862110

    Well yeah... I have seen killers hit survivors and walk back 2,3 ,4 times until the survivor hits second stage and then they might commit to a chase.

    The hag mentality in this thread is amazing. "I'm not camping! I just put 5 traps around the hook and one under the hook while checking for crouching survivors from a distance. But i'm not camping because i walked away right?"

    The “zone defense isn’t fair” mentality is strong here.

  • Legion and Twins. Legion can spawn the other members of Legion and freely swap back and forth between them.

    Or similar thing, Legion and Nemesis. Legion has two other Legion members that run around the map on their own chasing survivors as basic killers.

  • @Aurelle said:

    Just curious. Last night I went against a Legion who slugged everyone all match and she ended up getting a 3k with it after letting Meg go. She only started to hook everyone after they were close to dying.

    Slugging is basically trading hook efficiency for extra possible time efficiency getting multiple survivors off the gens. It takes you about 10 seconds to carry someone to a hook, so if you just leave the person on the ground you could hypothetically use those 10 seconds to instead get into a chase with someone else and now you have one survivor being chased, one on the ground, another probably trying to rescue the slugged person and only one person on a gen. It gives you a few extra seconds of being in that high pressure situation for the survivors before they can revive the slugged person, so if you can manage to outplay them during that time and get two or even three people down simultaneously you can then maybe either get a four slug instant win or cash in multiple slugs for hooks at once.

    The downside to slugging of course is if you can’t capitalize enough on that extra bit of time then you’ve given up a hook state for nothing. So it’s not without risk.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2862089#Comment_2862089

    Just because you walked away from the hook doesn't mean you are not camping if you have full intentions of counting to 10 and teleporting back to get whoever is saving.

    2, is not a solution

    Right, so now if you actively chase another survivor but go and do a hook trade afterward you’re “camping”. Got it.

  • I don’t have the patience to bother doing this as killer, at that point I may as well just hook the third person and if the last gets out through hatch so be it.

    It is kind of a minor game design flaw though that not hooking the third survivor is obviously the optimal strategy to secure 4 kills. It would be nice if the devs tweaked things somehow so actually hooking the third survivor was more effective than just leaving them slugged forever.

  • @Raccoon said:

    She'd be one of the best killers in the game due to the ability to instantly start a chase.

    If that were true then just use Lethal Pursuer or Whispers to get in a chase within about 10 seconds of the start of a match. It’s not all that different.

  • @GeneralGrievous said:

    https://forum.deadbydaylight.com/en/discussion/comment/2861710#Comment_2861710

    id just rather them showing the survivor/ killer they played so you can know who ur talking to. tho an indicator of mmr would be very nice

    I agree there, showing the face of the survivor they played instead of the survivors' grade would make a lot more sense honestly.

  • FYI for the original poster, although your Grade isn't used for matchmaking, you do get bonus bloodpoints once a month based on how high you managed to get your Grade before they reset. Those bonus points are pretty nice, they go up to 1 million bloodpoints for both killer and survivor if you can reach Iridescent 1 (i.e. 2 million total if you can get Iri 1 as both!) Even if you don't play often enough to get that high, you still get hundreds of thousands of points just for reaching Silver or Gold grades.

  • @GeneralGrievous said:

    why does the endgame screen show player grade instead of the survivor/killer icon? would certainly make it less confusing for players of the loop.

    In fact one of the devs asked in the forums in December or so if people thought they should remove opponents' grades from the endgame score screen since they seem to cause a lot of confusion. If I remember right most or all of the responses said Yes, they shouldn't bother showing you opponents' grades, but that was the last I heard of it. So I'm not sure if there's still anything in the works to remove opponent grades or to replace them with something else (e.g. an up or down arrow indicating if an opponent is higher or lower MMR than you) or if they just scrapped the idea entirely for some reason. 🤷‍♂️

  • Frank from Donny Darko would be an awesome killer skin. Maybe as a Legion skin since Legion has similar shaped bunny costumes already?

  • 👋🙂

    • Supernatural chapter - I'd love to see it but I think if it was ever going to happen it would have been when the show was on.
    • Final Destination - A "killer" that is the environment attacking the survivors sounds really cool, I have no idea how it could be done mechanically though
    • The Omen - Great movie, they'd obviously never have a kid in the game though.
    • Event Horizon - Not so much a character but the ship Event Horizon would be a pretty sweet setting! Probably too sci-fi though.
    • Predator - Predator hunting survivors would be a neat fit, but they'd have to tone down his weapons and also deal with Predator being in other video games. I don't see it happening
    • Jaws/Tremors - The idea of a monster swimming/tunneling through the ground and pouncing up after survivors would be hilariously awesome. 😄 They're not humanoid though so that alone means it'd never happen.
    • The Thing - This one might actually be possible in principle, there's nothing really mechanically preventing them from making a killer that mimics survivors for camoflage. And even if the survivors aren't fooled by the disguise per se, it implies having Undetectability while imitating a survivor which just on its own is a nice ability. However I have a strong suspicion that when they were initially working on Legion they actually tried to make a killer that imitates survivors but scrapped the idea for some reason so unfortunately I doubt we'll get anything like that any time soon.
    • Any killer with wings who can fly (e.g. Jeepers Creeper, a gargoyle or Manbat, etc) - I believe the devs mentioned they experimented with this fairly early on and determined it was way too problematic. Being able to fly even a little above the ground gives a massive tactical advantage on outdoor maps while also being almost totally useless on entirely indoor maps. It's a nightmare to balance.
  • Honestly I'd love to see a perk that is simply "You move +X/Y/Z% faster" period - no hex, no triggers, just a passive permanent speed boost. Obviously those values need to be small to keep the perk from being too powerful, but there's probably a set of small values where it's good enough that players might use it but not so good that it's super powerful.

    And on a tangent, I think a movement speed boost as a revamp to Beast of Prey would be nice. Instead of it making you Undetectable during a chase, have it boost the speed you gain from Bloodlust by +X% per increment, and/or have it make the Bloodlust increments happen more quickly. Again a small boost is all you'd need to make the perk decent instead of pretty much the garbage it is now.

  • @MilManson said:

    Should be baseline, survivors are getting BT baseline.

    • The devs never said they're making Borrowed Time baseline. All they did was imply that they were looking into the idea. For all we know they looked into it and scrapped it.
    • Corrupt Intervention is a great perk for sure but it doesn't need to be baseline. Keep in mind the devs want to balance the game around 1-3 survivors escaping being the norm which means in most matches the gens are supposed to be done if both sides played equally well. I haven't seen any statistical evidence that the game is out of whack with that goal so gen speeds and the rate at which the gates get open is probably about where it's supposed to be.


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