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tippy2k2

tippy2k2

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tippy2k2
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  • I'm not holding my breath that it'll ever get fixed

    It's been this way for Pallet's for months now and then they decided to throw it onto DH without bother fixing the issues. If they couldn't figure out how to fix it for Pallet Throws, I have no faith that they'll figure out how to fix it for DH.

    I'd love for you to prove me wrong BHVR...

  • I generally don't get nearly the amount of tunneling and camping killers as this forum claims is going on but when I do, I just roll my eyes and hang around until either they get bored and someone can come get me or they wander away and I try to go somewhere else and kill as much time as possible (if they're tunneling me).

    Unless the killer is "tunneling" me because my teammate is a moron who thinks that unhooking me when the killer has taken three steps away. Then I'm internally screaming at the moron of a teammate I have for getting me kill and whisper "I don't blame you" to the killer. They probably can't hear me but I like to think they can feel my forgiveness through The Internet.

  • What do I like: Everything!

    What do I dislike: Sometimes he chooses another survivor to stare lovingly in the eyes once he hooks them. I....I understand that Bubba isn't a one survivor kind of man but it still hurts :,(

  • I've heard a LOT of complaints in my twoish years being on this forum but "We're being given too many Bloodpoints" is not one I ever would have expected...

  • Nemesis

    People can dodge my tentacle attacks like I was telling them exactly where I was going and they had three seconds to react but I can never do the same. I try to do the same thing my opponents do to me (crouching after window jumps/pallets, zig zag run, etc) but it does nothing :,(

  • Hotel Dead by Daylight; you can checkout but you can never leave

  • PXL_20220112_191345009.jpg

    Holly sees the Squirrel Dwight off in the distance but Squirrel Dwight held W and ran off :(

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746716#Comment_2746716

    What an absolute unit, this picture is worth more than the bloodpoints... Obviously. I do not mean to offend Holly by comparing her to that paltry amount of bloodpoints. I would even go as far to say this photo sparks more joy than if they finally removed perk tiers. She is the reason Egyptians worshipped the kitty.

    Other people have become forum favorites via animal pics so I'm jumping on the bandwagon!

  • Thank you for your service. Your reward is my cat Holly enjoying her new toy:

    PXL_20220107_155255646.jpg


  • [No Lies Detected]

    The game is very clearly balanced for low level survivors who have minimal idea on how to play efficiently with all the little tricks you learn with experience.

    I find myself playing way less than I used to as there are only two killer games nowadays it feels; I curb stomp toddlers who accidentally turned on the game chewing on the controller when their exhausted parent fell asleep or SWF Team 6 who goes out of their way to make sure that not only do they win, they do it in a way to make it as miserable as humanly possible for the killer.

  • Cause he ugly!

  • I run Bloodwarden specifically to Karma jerk squads who decide to use the EGC as their personal "annoy the killer as much as humanly possible".

    Sure, BW comes in handy in like...1 in 10 matches but the other 9 matches are 1000000000% worth it when you catch a bully squad with it :D

  • BHVR has said they plan on doing it...eventually

    That was a few years ago at this point

    So I would wager that no, we'll never see it.

  • What did I do? :'(

    *Sad chainsaw yelling*

  • @Pipefish said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741826#Comment_2741826

    I'd say it actually benefits Legion. Legion is great at injuring people and now survivors will actually waste time healing with him which is less time spent on generators.

    Legion's entire thing is wounding survivors and then going to other survivors to wound them, eventually coming back to finish off the survivor they originally wounded (or sticking with whatever poor bastard got tagged last and taking them down). But if survivors can just keep becoming unwounded, Legion has to just ignore his own power and be a standard M1 killer even more than he already is. Instead of having 4 survivors wounded that he can come back to finish off (or force them to try to find one another so they can heal up), he has one survivor downed and three others that can just heal themselves at their leisure and the cycle starts all over again.

    CoH has the same kind of issue with all M1 killers but Legion is a M1 killer whose powers are designed to spread around the damage to multiple survivors. CoH directly counters the "spread the damage out" tactic.

    Time is never in the killers favor in this game unless the survivors are absolutely incompetent at the game (which to be fair, there are a LOT of incompetent survivors in the game) and CoH against Legion does nothing but give the survivors more time.

  • I just want my damn BBQ Stacks when some baby survivor DCs. The rest I could take it or leave it, I just want my 25% BP...

  • I have. It's incredibly rare but it's almost exclusively from other survivors, not the killer. Maybe it's because I don't BM ever (even when a killer deserves it) but I'd say that when it comes to hate mail, I might get 1 message from a killer for every 100 from survivors.

    Out of these messages, it's almost always a survivor who is baffled why I left them on the hook when they were on the other side of the map against a killer running NOED that sees me and is actively chasing me so I decided to leave or baffled that I didn't try to save them against Basement Bubba.

    All you can do is LOL

  • Even better, Billy can only hit one of us at a time! We must free Bubba!!!

    Die.jpg


  • Basement Bubba is locked up in the basement by an insidious camping Bubba!!! Everyone rush down there to try to unhook him!

  • A free medkit for everyone on the team using only one perk that covers 1/4 the map (or 1/2 the map if it's a 2 story place like The Game) that directly counters multiple killers (Legion and Oni specifically) and directly counters the ability for the killer to spread pressure (wonder why tunneling has become so damn prevalent) and the only counter a killer has to it is to try to stumble upon it at some point so they can kick it and make it brea...oh, make it disappear for a mild inconvenience to the survivors as they just go back to it or find a different totem to bless again.

    Yeah, it's a mystery why killers think it's OP. Guess we'll never know...

  • A good nurse on console gets all of my respect

    A good nurse on PC gets...begrudging respect I guess but she is such a pain in the ass to control and being on console makes it 10x harder that I can't help but tip my hat to them as they beat my ass into the ground

  • As you stated, a LOT more has to go right for the killer to get Merciless Killer when all a survivor has to do is escape.

    Kill everyone but did it too quickly so you didn't get enough points in other stuff? Fail

    Kill everyone too slowly and the gens are gone so now at least one has escaped? Fail

    Kill everyone the exact speed you need but the fourth survivor wins the RNG battle and the Hatch spawns right under their feet? Fail

    Not to mention that being killer in general is just a lot harder than being a survivor. Any potato can accidentally survive under the right circumstances but killing 4 survivors (generally) takes at least some kind of skill to do, especially considering how many kill perks are just absolute garbage and unhelpful.

  • To my knowledge, it's not hit validation that is doing that.

    Now take this with a grain of salt because I've never actually seen BHVR say this but my understanding is that the Plague's puke has little "infection balls" in it for lack of a better term. Basically if the survivor gets just barely clipped but one of these balls happens to not be in that bit of puke that hit the survivor, they will scream like they were hit (because they were hit) but it doesn't actually infect them.

    Whether this is BHVR Spaghetti Code screwing up, an actual intended effect of the puke, or something completely made up by people on the forum I'm not sure. But it's the only thing that has ever made sense to me when playing Plague...

  • I don't think he needs a rework but his zeds need to actually be useful and not get stuck on a rock all the time. When the zeds are actually useful and function the way they should, Nemy is incredibly strong

    Unfortunately this is BHVR and having functioning AI seems to be beyond their power as (at least) once a game the stupid things get themselves stuck and I need to go smack them out. So maybe he does need a rework to something that doesn't have to rely on BHVR AI to be functional...

  • I had one AFK person message me and whined about how little skilled I must be to hook an AFK person.

    Sorry you decided to stop playing the game mid-match I guess? :D

    I've seen quite some entitled messages before as a killer having the audacity to kill survivors but holy smokes...

  • First Time.jpg

    This is BHVR we're talking about. We're looking at (at least) a few more months before they might possibly think about considering that maybe a survivor perk that is clearly grossly overpowered might need to maybe be adjusted slightly.

    Once they have determined that they should consider the nerf, they will then spend another few months saying how they're going to do the nerf, pinky promise. It's coming guys, just you wait. You'll be so happy when it comes!

    Then a few more months where they just stop talking about it

    Then they finally might actually tweak it slightly. Not too much though of course, it's only been two years at this point so we don't have quite enough data to see if it is actually overpowered or not...

  • I don't think people are complaining about the skill check part, it's the survivor being able to wiggle away even faster with Great Skillchecks.

    There's enough ish for killers to keep track of when playing and now we have to worry about our internal countdown clocks being off because a survivor is nailing great skill checks.

  • I played The Twins once since CoH and the "DH Hit validation" came out

    I jumped on a survivor and downed them and then got kicked

    It took me a good ten seconds once I got to the area looking for the downed person that I got Hit Validated by a DH...

    Twins have always been strong spreading out pressure and hurting survivors (much like Legion). Circle of Healing and DH Hit Validation both completely and utterly neuter them. Twins pick rate wasn't great even before these changes but now they're on my list of "Characters I will not play as period" and now thinking about it, I don't know if I've ever played Twins since CoH was introduced...

  • Bloodwarden

    I dare say it is the greatest feeling you can have in this game when you get a T-Bag Squad who thinks they're Hot S only to realize that they probably should have left when they could have instead of tried to mock me...

    Even better if it's a T-Bag Squad who I hook when there is less than one minute left. Standing there spinning in circles as the killer while they flail around knowing they played themselves is my Happy Place.

  • For the same reason it'll never be in-game punished; the game can't tell the difference in camping tactically (I'm calling this camping tactically only because the game calls it camping when all but the mainiest of survivor mains would agree with the game and say you're camping) and someone pitching a tent and getting a marshmallow out for their next s'more.

  • SgtDoakeSurpriseFotherMucker.jpg

  • @WretchedElk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735613#Comment_2735613

    I have been experiencing the same thing. It’s either too easy or I’m against teams I can’t even get a hit on.

    For the last month my solution has been to play Breath of the Wild instead. It’s so good.

    On the plus side of this, I've been getting through my backlog quicker! Going through Hades right now and have Disco Elysium on deck for my next game (I didn't realize Disco had come out for the Xbox so it kind of worked out as I found out it did when it went 30% off for their End of Year sale; I'd have bought it as soon as it came out had I realized it since everyone I know that has played it adores that game).

  • I'm finding it's the same exact problem as it's been for ages now...

    As a killer, I curb stomp the team or I get curb stomped

    There never seems to be any inbetween anymore. While this might come as a shock to some, killers find it just as boring to curb stomp a group of toddlers who accidentally turned DBD on while they were chewing on the controller as it is to get their teeth kicked in lying on the curb. It doesn't help too that when you do get curb stomped, those are generally by a group of survivors who are well aware that they have all the advantages and make sure to use said advantages to make your game a living hell.

    I used to play this game for hours just match after match after match but now I generally get my daily done and maybe another game or two before I decide to go do something else. I still (probably naively at this point given this next patch coming and how they still refuse to bother touching CoH) hold hopes that BHVR can turn this around and give me more of the "win or lose by a hair" games back.

  • There really really really really really really really really really really really really really

    ...

    really really really does

    BHVRs report system is so God awful and archaic that I would be shocked if 75% of the playerbase even know how to actually properly report someone (and out of the 25% of the base that does actually know how, how many of them actually go through all the work to do it?).

    There's not a nice way to put it; it's downright pathetic how bad this reporting system is. There should NEVER be any kind of a system where I as a player am forced to go out of the game to make a report. It takes longer to do everything you need to put in a report than it does to actually play a damn game.

  • That's what BHVR says at least.

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/PV11KZ40G9XM/nevergonnagiveyouupnevergonnaletyoudown.png

    Welcome back! Hopefully your New Year’s resolution was to read more, because here comes part 2 of this developer update. In case you missed it, you can catch up on part 1 here: https://forum.deadbydaylight.com/en/discussion/302821

    Now, without further ado, let’s get this show on the road.

     

    Leatherface Masks

    Before we dive into the fun stuff, we want to address a serious topic.

    For those who may not know, The Cannibal can unlock the faces of the four original Survivors by sacrificing them 25 times.

    Members of the community have shared their experiences with people targeting and harassing them while using some of these masks. These reports were disheartening to hear, and we absolutely condemn this behaviour. We are not comfortable having these masks in the game when they are used as a tool to spread hate. To that end, we will be removing The Cannibal’s unlockable faces in this upcoming Mid-Chapter.

    Anyone who has ever played The Cannibal by the release of the Mid-Chapter update will be awarded 6,000 Iridescent Shards to compensate for their removal.

    We will not tolerate hateful activity and will continue to take every step necessary to protect the community.

     

    https://us.v-cdn.net/6030815/uploads/CH4C1N5O62TF/grades.png

    Grade Rewards Revisited

    A few months back, ranks became grades and we introduced rewards based on how far you manage to climb each month. Currently, the rewards range up to 250,000 Bloodpoints.

    We’ve been tracking grade resets in the months since to see not only how far everyone manages to get in a month, but also how many matches it took to get there. The current reward for your efforts doesn’t seem very fitting, so we will be increasing the grade rewards starting with the January 13th season, with the new rewards first going out on February 13th.

    We’re in the process of finalizing the exact rewards, but we’ll keep you posted once they are decided. (Rest assured, they will indeed be higher than before.)

    https://us.v-cdn.net/6030815/uploads/GX34K2SIUMTC/wherescarl.png

    Add-on Updates

    In our last Mid-Chapter, we made some tweaks to a bunch of different add-ons. We were thrilled to see such a positive reaction, so we’ve decided to make it a tradition. We hope to make add-on tweaks like these a more regular part of our updates in the future.

    Please keep in mind that just because you don’t see a particular add-on on the list below doesn’t mean it’s not on our radar. We’ll rapid fire through the add-ons we’ll be adjusting this time:

     

    The Blight

    • Adrenaline Vial: Reduced the rush turn rate penalty to 55%

    The Cannibal

    • Carburetor Tuning Guide: Reduced movement speed penalty to 2% (was 4%)
    • Depth Gauge Rake: Reduced movement speed penalty to 2% (was 4%)
    • Iridescent Flesh: Lowered the maximum tantrum duration to 5 seconds (was 8)
    • Long Guide Bar: Increased time before tantrum by 2 seconds (was 1)

    The Clown

    • Solvent Jug: Increased duration of Invigoration by 2 seconds (was 1)
    • Robin Feather: Decreases cooldown by 40% (was 30%)
    • Flask of Bleach: Increases Hindered effect by 4% (was 5%)
    • Redhead’s Pinkie Finger: Reduces bottle count by 2

    The Pig

    • Amanda’s Letter: Reduces available RBTs by 2 (was 3)
    • Last Will: Increases time to charge Ambush attacks by 33% (was 66%)

    The Twins

    • Iridescent Pendant: Increased Exposed duration to 45 seconds (was 30)
    • Baby Teeth: Increased Blindness duration to 30 seconds (was 15)
    • Madeleine's Scarf: Increases Victor’s movement speed by 0.3m/s (was 0.4m/s)
    • Toy Sword: Decreases Pounce charge time by 0.2 seconds (was 0.25)
    • Stale Biscuit: Decreases Pounce cooldown by 0.4 seconds (was 0.5)

    The Nemesis

    • Iridescent Umbrella Badge: Increased duration of Exposed effect to 60 seconds (was 30)
    • Shattered S.T.A.R.S Badge: Increases zombie movement speed by 150% for 60 seconds (was 100% for 60 seconds)
    • Marvin’s Blood: Increases mutation rate by 25% (was 33%)
    • Mikhail’s Eye: Increases zombie movement speed by 35% (was 50%)

    The Huntress

    • Wooden Fox: Increased Undetectable duration to 30 seconds (was 15)

    The Oni

    • Iridescent Family Crest: Increased range to 24m (was 12m)

    https://us.v-cdn.net/6030815/uploads/DN1VKRQBA8C9/bannerperks.png

    Perk Updates

    It wouldn’t be a dev update without a list of perks being changed. Here’s what’s in store for this Mid-Chapter.

    Boil Over

    The effects of wiggling have been increase to 50/75/100%, and the aura blocking range for nearby hooks has been increased to a nice round 16m. Additionally, Boil Over now has a new effect: If the Killer drops from a height while carrying you, you’ll instantly get a 25% wiggle progress bonus.

    Distortion

    With all the things that can read your auras these days, those tokens can disappear sooner than you’d like. So we’re upping the number of tokens that you start with to 4.

    Remember Me

    Remember Me can have a lot of potential, but the basic attack condition could make it an unpopular choice on some Killers. So it’s gone: Remember Me will now get a token whenever the Obsession loses a health state.

    Wake Up

    On that note, it seems only fitting to revisit Wake Up. We’ve increased the gate opening speed bonus to 15/20/25%. This should make the perk more impactful when it comes into play and offer some counterplay in the event that Remember Me catches on.

    Gearhead

    Simply put, the conditions for Gearhead are too strict for the payoff, so we’re giving it a small rework. Any time a Survivor loses a health state, Gearhead activates. The next time a Survivor hits a great skill check while repairing, their aura will be revealed for 6/8/10 seconds. Gearhead then deactivates. These changes will make the perk more appealing on Killers that rely more heavily on special attacks and make it activate far more often while also providing more detailed information.

    Power Struggle

    This one released with pretty safe values so it wouldn’t get out of hand, but we’re now comfortable with reducing the activation conditions. Power Struggle will now activate once 25/20/15% wiggle progress has been reached. This should make it a little easier to pull off with some planning.

    Buckle Up

    Another small tweak: The aura reading duration has been increased to 6/8/10 seconds.

    Coup de Grace

    This one’s a bit of a rollercoaster: It was originally toned down because it was too strong, but then that made it a little too weak. We’re bumping the lunge increase up to 70/75/80% (also shortening the gap between different tiers of the perk, woo!)

    Furtive Chase

    Furtive Chase has found its way into some niche builds and can be a lot of fun to experiment with. However, losing all your tokens when the Obsession is killed leaves you without a perk for the rest of the match. So, we’re getting rid of the restriction: You’ll no longer lose your tokens if the Obsession dies.

    Dead Man’s Switch

    The Obsession condition of this perk makes it very inconsistent to use, and also severely limits the number of times it can activate in a match. So it’s gone! Now, Dead Man’s Switch will activate whenever any Survivor is hooked.

    And on that note, you’re all geared up for tomorrow’s Player Test Build (and subsequent Mid-Chapter)! Be sure to let us know how we did, we’ll be keeping an eye out for your thoughts.

    The Dead by Daylight team

    "Anyone who has ever played The Cannibal by the release of the Mid-Chapter update will be awarded 6,000 Iridescent Shards to compensate for their removal"

    Mid-Chapter update isn't until tomorrow so I see no reason why this wouldn't include people who buy it today

  • @bm33 said:

    They should've also just given the 6,000 shards to anyone that owns Bubba. Now we're going to have an increase in Bubba players that are just making sure they'll get the shards. 😒

    The patch notes specify "anyone who has ever played Bubba" so if you've ever played Bubba in your life on that account, you'll get the shards. No one has to play him to specifically get the shards unless they literally just bought him (which tbf is possible; I told my brother who just started about it and he picked up Bubba so he could get the shards as 6000 shards is 2/3rds the way to him getting another survivor or killer)

  • @PCZóide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729314#Comment_2729314

    I posted a personal opinion about and that woman, MANDY, only closes for nothing. I just want to see the community opinions.

    The high numbers of same theme has a name: indignation.

    Their players are indignated about the removal that they will impose undemocratically, and to make this minor, they are closing the discussions.

    You are 100% free to give your opinion and look at the communities opinion about LFs masks...in the thread already open about people's thoughts on LFs mask.

    I even posted a link for you above. I'm a hero like that.

  • Yes, they're removing all the threads!

    @Taingaran said:

    It turns out whiners and not only won? (

    Well except for this big one where people can post their thoughts on it but they won't let us flood the forum with the same topic! They're basically Hitler.

  • That does absolutely suck that racist asshats found a way to ruin something else but I guess I don't feel like this is that big of a deal.

    I don't know if I've ever once looked at a Bubba and said "I wonder which face he has on". A meaningless change that I imagine 95% of the player base would never even notice if BHVR hadn't said something but a huge change for POC who are being harassed by racist clowns.

  • I love watching TTVs of my opponent (after the match of course). It's fascinating to see what I did from their perspective (it's amazing how many times I was a arm's length away from someone sometimes but I turned right instead of left).

    If the TTV turns out to be a massive butthole, that's on them, not me. I do not care what random strangers on the internet think about the way I played a survivor/killer role in an online video game.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728873#Comment_2728873

    This + people don't really have original ideas that they feel strongly about a lot of the time, so "discussions" are more often than not wholly swayed by popular content creators' (or other community members') opinions, even if that notion isn't always readily apparent or consciously done. This isn't just a forum thing though, it's just how people work I guess. Going with the flow is a helluva drug.

    The only reason I still post here is to repeatedly peddle controller changes.

    Part of that too is that, as much as some might want it to be, this game isn't THAT deep that it needs an entire forum dedicated to it.

    It's why we see the same threads over and over again (oh hey, thread #466898432 about how to punish camping and it's the same idea as the other 466898431 threads that came before it). People just talk over each other because we've all seen these discussions all over again like the lamest version of Groundhog Day :D

  • My posting on this forum dropped considerably when I realized that for the vast majority of it, people aren't here to discuss things. They're here to wait for someone to stop talking so that they can talk.

    Go into any thread here and even people quoting each other back and forth aren't talking to each other, they're just talking over each other.

  • Why do you think this will make wiggling out go any faster?

    If anything, this seems like a very minor killer buff if the survivor someone manages to miss the skill checks to wiggle around...

    EDIT: "Instead of mashing buttons, you’ll see a skill check while being carried- only this one has two zones and doesn’t go away when you hit it. Instead, hitting the skill check successfully will cause it to switch directions and gradually fill your wiggle meter. Keep hitting those skill checks to keep wiggling!"

    Did you read this and assume that you only needed to hit the skill check twice? Because this very clearly says that you keep doing it to gradually fill your wiggle meter.

  • It is absolutely overpowered but like many killers when things are changed, I've adapted to them.

    Unfortunately that's usually to the detriment of the play of the survivors I'm going up against (while I still won't tunnel right off the hook, if I run into two people, I'm going after the injured one now because I know if I don't, they'll be healed with minimal effort).

    Funny enough there are times when they end up being a positive for me as a killer as I've had the same survivor again and again and again and again and again and again go to the same exact totem to put up their boon. If I've injured someone and I have now lost them, I have a pretty good idea where that survivor just ran off to...

  • I'm very curious to see what this looks like in practice. Like...in theory knowing X is working on a gen is nice but solos still have no idea where they're at or how far that gen is or what the actual situation is for that survivor.

    This is certainly a nice step but this is a baby step in the mile long walk to get solos and swfs to similar standing. Every journey starts with a first step but there are still a lot of steps left in this journey...

    Also will it add a little tent and maybe a fire with a killer making a s'more if the survivor is on a hook and the killer is lovingly looking into the hooked person's eyes? :D

  • Generally slugging is all you can do. If they're insanely altruistic, slug and camp the downed person. Force them to trade being on the ground (rather than being on the hook).

    If the chance presents itself hook but otherwise you are kind of stuck with slugging and trying to either snowball that pressure once you knock more than one down or death by a thousand cuts and try to bleed them out. Like everything in this damn game though, swf can make it downright impossible to actually win in that situation :(

  • I play as Oni (I switch killers constantly but if I had to say I was a X Main, it'd be Oni).

    While he can be very powerful, he's got a few things that hurt him greatly.

    If you go up against a predrop hold W crew, he can be essentially neutered for half the game (you have to get someone bleeding early or you're in trouble; this isn't even taking into consideration CoH letting bleeding survivors off the hook constantly). He's also damn difficult in any indoor level so you always roll the dice on getting RNG screwed. The stupid autoaim ish is also easily fooled when swinging the club so against a good survivor who knows how to game the system with that 360 ish can render his one really good part worthless. Also in general, he's just not as easy as a killer to use like Leatherface with a similar one shot mechanic but no extra work to get it.

    I greatly enjoy using him but he's not an easy killer to use that can be downright useless against the wrong group of survivors.

  • Unless you had another one, it didn't get taken down

    They moved it to the "technical issues" subforum

    https://forum.deadbydaylight.com/en/categories/technical-issues

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