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  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560986#Comment_1560986

    I appear to have misunderstood you,I thought you meant running out of hatchets the entire match, like you take all the ones out of the lockers. And the wind up for huntress is basically the same as Death Slinger lining up his shot (It can be better or worse depending on how good the Death Slinger is). And no the reload time is not short and the reel in can take ages, it also can't down if the chain breaks, if huntresss hits an injured survivor she is guaranteed the down. They are not nearly as punishing, combine that with the fact huntress can pressure people from way farther away and I definitely consider her better than DS in that regard.

    no the wind up takes ages with huntress and takes a while to cancel. deathslinger can do both instantly. you can line of shots before you ads as deathslinger. it doesnt matter that the reel in time takes awhile since you only need to complete it for injured survivors ie half your shots and you can choose these shot accordingly. the reload time is shorter than huntresses i beleive and you dont need to go anywhere to do it. the rest of what you said it just cherry-picking to make it seem like huntress isnt map dependent as hell

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560980#Comment_1560980

    Hatchet hitboxes are the size of planets compared to the needle you need to hit with the spear.

    Nor was it an excuse. Huntress has more damage potential than Deathsliner. No need to reeling in and deep wounds. Her hatchets can curve over obstacles, Deathslinger can't. She can hit from twice, if not more, Deathslingers distance. She's a bigger threat, when used right.

    Deathslinger can only 'two hit people faster than anyone else' if they run in a straight line. Unlike Huntress, he cannot down unless he's able to pull them into melee distance.

    Maybe I just have more luck against him, because I use Lithe over the usual Dead Hard, but I don't have much trouble facing him. Plus, Spine Chill works great, even if he only has a 16 meter TR.

    you can hit people through cracks in walls with deathslinger and with huntress you will often hit a walls hit box that extends far farther up than you would think. you just ignore huntress hatchet hit boxes down sides and act like deathslingers needlepoint accuracy as no upsides.

    the instant ready up and no need to reload at lockers puts him head and shoulders above huntress and far less map dependant

    deathslinger is at least top of A tier. huntress averaged out is not A teir maybe on some maps she is but on lerys, the game and treament theater and the maps with trees every 2 feet shes barely better than clown.

    and deathslinger is great on all maps

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560850#Comment_1560850

    Everyone says infinite shots like its possible for huntress to actually run out lmao. I've been here since before she released and never once have I seen or played as huntress and run out of all my shots. And either way, huntress having 5 shots without having to reload and not having to spend the 6 seconds reeling them in and then eating the stun makes huntress way better in a chase. So how is this balanced out? By having Death Slinger have a way shorter terror radius.

    huntress does frequently run out if you play her right. if you are reloading when you have 3 hachets left you are playing her wrong.

    the hatchet wind up charge and the wait time after you throw and the hatchet reload are at least as punishing as a short reload and a reel in that injures and deep wounds whether you hit them or not

  • @Rivyn said:

    It's not an instant hatchet. Unlike hatchets, the spear is limited by range. Huntress can hit you across the map under the right circumstances, Deathslinger cannot. He has no map pressure. Stealth is is only redeeming factor here.

    and the hachets are limited by hitboxes and hefty ready, cancel and reload times. thats not an excuse.

    death slinger can 2 hit people faster than anyone else in the game he has stealth on top of this

  • wouldnt it just resort in ormand and auto haven being banned about every game? you would need a way to do this

  • @Golden_spider said:

    Deathslinger's Redeemer has a max range of 18 Meters, his Terror Radius with M&A becomes 16 Meters while not in a chase.

    So you want a 2 Meter Lullaby?

    im thinking more like 10 meters

  • @SCP_FOR_DBD said:

    That would take away Death Slingers only big advantage over huntress.

    instant ready and cancel isnt a big advantage? having infinite shots isnt an advantage? come on

  • @OllieHellhunter said:

    Well huntress's hum is already lower than her hatchet's range so would you have his equivalent be, at the max range of his gun? lower range than his gun? same range as huntress? somewhere in between?

    it is? what happens when it hits max range? does it just vanish like it hit an invisible wall?

    im thinking around his max rangeof his gun like 28-35 meters

  • @OBX said:

    This isn’t a DBD phenomenon. In today’s society everyone gets a participation trophy. It has instilled in a lot of people that because they do something no matter how little effort or how skilled they are in that thing, they should be rewarded. This happens in schools, on the job, in video games, it’s everywhere.

    some people just like to cite this as the cause of all ills to make a simplified world view they can understand without looking for any of the causes and effects for any of the problems they assign "participation trophy mentality" to. entitlement existed long before this and it will be around long after.

    For killers it seems the pip system in primarily to blame in particular how absolute wins are judged for the killer's performance makes no sense. a 3 minute game with 10+ hooks and 0 completed gens is a depip or a tie? really? why, just cuz hatch spawned under someone who was slugged? the killer pip system and emblem system are the only gauges how well a killer does and they do this really really badly.

  • its because 0-1 kill is a loss 2 kills is a tie and 3 kills is a close victory and 4 is an absolute win.

    still seems dumb if the last got out through the doors though sounds like it was a close victory

  • whenever the devs over at F13 decide F13 < dbd and sell his license

  • @ Antares2332 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560083#Comment_1560083

    I agree.

    I feel like it's a mid-level killer, but I find it strange that few people use it.

    hes a mediocre killer in the most expensive dlc in the game not to mention his addons are bad across the board

  • @Stanley12363 said:

    I have always been against the use of 2+ slowdowns such as Corrupt/Ruin Pop. I find this combo to be overkill especially in public matches. At the top % of games I would understand killers having the need to use it but most games and killers does not. Using these perk combos also encourages bad play because killers can rely on their perks to win games.

    Just saying I am a killer main who does not use slowdowns. I use tracking/chase perks and rely on slugging for pressure.

    old ruin and pop were a problem now what are they going to do? currpt is on a time limit that can just be waited out. whats the worse they can do? dying light, thana, sloppy, and pop? no room for tracking i hope they have fun wondering around the map trying to find people for 10 minutes.

    the combo you listed is weak af you could hide in a locker get a snack come back to find corrupt gone or just find ruin while corrupt is active that is nothing.

  • @AngryFluffy said:

    No. Just because you know you're getting stalked, doesn't mean you're not stalkable.

    Spine Chill does nothing but giving you a warning, that you should watch out, if it's active for longer than 3 seconds.

    I like to use this perk because I don't play this game too serious and with spine chill you don't need to pay that much attention to your surroundings than usual. A lot of times against Ghostface or Michael it happened, that I panicked and run right into their knife. Or in other cases I got a head start, but still get exposed eventually. It helped to waste the killers time a bit, but that is the intention of a perk like this.

    Also I know a deaf player and he basically relies on this perk.

    It is not possible for him to play without Spine Chill, as he can't hear terror radius or anything. This perk is essential for players with a certain disability.

    the first part of your comment is somewhat reasonable but idk what your are trying to say about deaf players. both stalking killers are stealth killers they wouldnt hear a terror radius anyway. also deaf player can look around for the white mask on the black background like everyone else they are not at any disadvantage. im racking my brain tryin to figure out when anythin in that second part of you comment would apply and i only came up with pig's lunge sound? thats about it it has nothing to do with anything else stealth killer or stalking killer related

  • maybe if they are chasing the obession or your on coms or if you have line of sight otherwise you cant

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558141#Comment_1558141

    Trapper and huntress dont break pallets with their weapon lmao.

    i know thats i meant why is ok to tap a sturdy pallet with their shoe and it breaks and swinging a censor at one isnt?

  • huntress? trapper? demo? most look fine just not plague

  • @Koukdw said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558049#Comment_1558049

    Why not. What's the point of the perk if not to counter stealth killer. If they have a terror radius i know they are coming there's no point.

    If you nerf this perk it's one more perk that will never get used. It's easy to counter you don't even need a perk. Alot of survivor perk are countered by game mechanics which is a killer advantage.

    you dont know their coming you know they're nearby thats a big difference


  • @vogit10102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554962#Comment_1554962

    Don't use B&C or other aura perks. Open your eyes and look for survs

    i made the reply you are quoting in response to a reply in which they were acting as if line of sight didnt exist; and for you to compare this to B&C undermines the reason i made this i am doubtful you can usually see the survivors B&C revels without its aid as line of sight at that range is most often impossible

  • you cant ajust it because it a mandatory part of the power???

  • @Waffleyumboy said:

    Another nerf Spine chill thread...just no

    just skimmed it huh? nice

  • @CalamityJane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1555038#Comment_1555038

    It counters stealth, and both stalking killers use stealth to approach and stalk.

    yes and im saying line of sight with a white mask and a black outfit and a dark environment is easy to see and only when the killers are using the stalk ability itself would sc not apply. sc would still counter stealth but wouldnt hard counter stalking

  • @AbsolutelyImpossible said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554972#Comment_1554972

    I think you’re complaining about something that’s totally fine the way it currently is in the game. It should be hard countered. As should anything killers have at their disposal if the survivor luckily chooses the right perk. Remember, the survivors can’t see the killer. It takes up a valuable perk slot for that particular survivor. So what’s the problem with that? Getting caught shouldn’t be the only option in this game. That’s not fun because there would be no mindgaming. You get to walk around without a terror radius I don’t think you understand how OP that is already. In fact Michael Myers isn’t even hardcountered that bad. Ghost face is the one that can be stared back at to where he loses his stalk power unlike Myers .

    this must be the 10th time i've put this typed a version of this out but but with you saying "Remember, the survivors can’t see the killer." i guess i need to type it out again:

    im talk about stalking only stalking not stealth killers in general. survivors can see the killer when the killer is stalking

    you need line of sight to stalk which is a 2 way street

    the only stalking killers were a white face mask on a black background your not trying to find waldo in 10 seconds you're just dont have to be staring at your shoes

    once again im talking about stalking as in the mechanic unique to ghostface and myers the one that you have to visually(not through walls) watch the survivor to get anything out of it

    please remember this is about stalking. only stalking

  • @C3Tooth said:

    I think the problems lied on the perk constantly turn on and off. Which make Survivors can tell if Killer happens to pass by their area, or coming to them.

    I would balance Spine chill & Premonition as:

    • Spine chill: Killer looks at your direction in 32m, the perk activated with 45sec cool down, while in cool down, survivor get 10% more skillcheck, 10% smaller skillcheck zone. 5% faster work. Spine chill stop cool down when in chase (prevent survivor keep having faster vault)
    • Premonition:You look at Killer direction in 32m, the perk activated with 45sec cool down, right after activation, survivor makes no scratch mark for 3sec. Premonition stop cool down when in chase (prevent survivor keep leaving no scratch mark every 45sec)

    Now both has the same activation with a side bonus effect.

    with such hefty cooldowns you would need a better affect like reading the killers aura as they approach you. im not sure what you changed about premonition that perk is trash to start with i doubt it needs a cooldown as is

  • @CalamityJane said:

    "The one thing a perk is designed to counter should counter that perk"

    Great idea.

    spinechill is used to counter stealth killers and to make sure you dont have to get off a gen unless you absolutely have to and to know when that is even when walls are in the way and these are fine im just saying it shouldnt be a hard counter to stalking

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554924#Comment_1554924

    Sorry, "of" got autocorrected to "or". What I mean is that good stealth players arent really affected by Spine Chill, so nerfing it wouldnt really effect them. However, this would be yet another nerf in the pile of survivor nerfs, and the vocal minority who refuse to accept their extant advantages would use it as fuel for their pointless fire. So, it is easier to play around Spine Chill in the long run.

    like i said sc is fine as an anti-stealth perk. its not fine as a hard counter to stalking killers that are required by their power to look at the survivor

  • @AbsolutelyImpossible said:

    https://forum.deadbydaylight.com/en/discussion/184362/stalking-shouldnt-trigger-spine-chill

    Nothing shouldn’t be unable to be countered that’s OP. If a killer gets the jump on you that chase is over. Survivors getting a head start on the chase is extremely necessary. Idk why people feel like as killer they should just be able to come in and stomp on their opponent every single time without them being able to mind game or experience a chase. Where’s your head at?

    you know you need line of sight to stalk right? thats the counter. have eyes. use them. once again spine chill is fine for stealth. using sc to prevent killers from getting the drop on you is fine. using sc to hard counter the killer's power is not. i made this thread to talk about stalking and sc not getting the drop on people and sc

  • @BeardedMenace said:

    https://forum.deadbydaylight.com/en/discussion/184362/stalking-shouldnt-trigger-spine-chill

    Umm if that were the case they might as well delete the Perk... That's the reason I use it... So I don't crap my pants when a Miguel or Ghostface comes up to end my life xD

    open your eyes and look for killers

  • @MadLordJack said:

    Neither killer is hard countered by Spine Chill. Myers is super obvious when he's stalking (so any non-braindead survivor doesnt even need spine chill) and Ghostface's stalk will 99 before the survivor can react. And you can most certainly play around the perk - I never look directly at generators myself and I do fine.

    then why does it matter if sc doesnt proc when stalking?

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554705#Comment_1554705

    Night Shroud is great.

    -Undetectable

    -Exposed survivors potential

    -Crouch ability

    -The only counter is an unfair mechanic.

    pretty sure you can crouch outside of nightshroud.

    i see now that you meant bad for survivors

    what is the unfair mechanic you are talking about?

  • @Vetrathene said:

    Spine Chill is fine, and I'm a killer main and a Pig main. Its ONLY really useful against stealth killers, which is really only 3 of all of the killers. Thats taking one perk slot for whats basically a 15% chance you might get one of these killers. Its not huge in my opinion.

    there 4 true stealth killers (ghostface, myers, pig and wraith) and a few others that can use stealth effective sometimes :hag and death slinger have reduced terror radius by default and can be effectively stealthy demo and billy have weak stealth abilities/addons but their mobility can make it effective. thats 8 out of 20 and you can always benifit from knowing if the killer you can see due to the environment is making a beeline to you.

    i wrote this out to make it clear that sc is amoung the best perks in the game and you are under playing its usefullness. it does all this and hard counters gf and to a lesser extent myers

  • @bm33 said:

    I can't count the number of times in red ranks I hear Mikey tier 2 music play because he stared at someone with spine chill at start of match.

    You can use spine chill to your advantage for mind games with stealth killers. As GF I'll go to second floor of building or into one of the machines to mark survivors from a distance - you can tell they're looking at corners closest to them on the ground trying to figure out where you are. Once they're marked the building/machine is where they run to loop not realizing that's where you are. I got survivors multiple times in one match marking them from balcony (inside and outside) on Ormond, they were all running spine chill. 😂

    sounds like more of a one-off thing only available on certain maps which is not somthing that should be considered a good workaround to being told when a killer is stalking you also those survivors sound like potatoes

  • @DetailedDetriment said:

    Since Ghost Face's reveal mechanic is terrible Spine Chill acts as the only counter.

    what is your argument? gf's nightshroud sucks so whats another counter to the stack? what are you talking about?

  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554651#Comment_1554651

    Then you'll have to just m1 them. You have 3 other survivors to use your power on. Through out my games usually I'll see 1 or two people with it on every other game. Its not a big enough problem to change it to give killers an easy stalk.

    sc is popular enough to often be on multiple survivors at high ranks you likely wont have 3 other survivors to use it on either. i dont think asking survivors to use their eyes or to see sc flash on and off is too much to ask

  • @thelittlemonsters said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554620#Comment_1554620

    I read it. You need to play around the perk.

    Get as close to them as possible by strafing.

    They’ll usually start by sneaking away so you close the distance to try to get a hit if you’re Myers and go back to stalking or just go back to stalking because at this point they’re going to run away.

    If something has counter play it doesn’t really need to be changed.

    as ghostface if you try to get as close as possible before stalking you will get broken out of nightshroud near instantly and never secure a mark on that player. the counter play you're talking about kind of works for myers but doesnt work at all for gf

  • @malatruse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554641#Comment_1554641

    I don't play GF so I hadn't thought of that, however I still think SC is pretty balanced the way it is.

    you think a perk that hard counters a killer's power is balanced?

  • @BabyDweetMain said:

    Spine chills literal purpose is to let you know when the killer is facing your direction. Stop trying to take things away from survivors cause you can't counter a simple perk.

    this a hard counter to stalking as a mechanic im fine with it as an anti stealth perk but to counter the killer's entire power is way over board

  • @malatruse said:

    When they see Spine Chill light up, a lot of survivor's first instinct is to run, which a stealth killer can take advantage of by stalking them while they sprint burst away.

    myers can get some juice doing what you described but ghostface just gets spotted and broken out of stealth while the survivor runs away. this is what i am talking about it hard counters more than any other perk

  • @Neot said:

    or compromise a bit by making spine chill delay by 1-2 seconds when anyone using the perk get stalk

    im thinking since killers dont walk around stalking from their point of view they would see sc light up and then vanish and that would either tell them the stalking killer has line of sight on them or went somewhere else.

    with that sernio in mind there is a natural player delay before sc turns off and a second one is not needed especially since they can just look around for the killer, see them and break line of sight

  • @thelittlemonsters said:

    First time I played Burger King Myers on Lery’s there were three Spine Chills. Haven’t done it since.

    I honestly don’t think it needs to be changed

    Spine Chill is the main defense against stealth.

    On most maps the killer can just strafe to the survivor.

    Obviously in the wrong map you’re screwed but that’s the same issue with a few killers. Billy and Huntress for instance

    its fine as a defense against stealth thats not what this is about

    this about sc making myers and ghostface almost completely useless by negating their ability to stalk

    you cant stalk survivors while strafing towards them plz read the full post

  • effective use of DH is not the same as ez second chance perks like DS and is often actually impressive

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1549310#Comment_1549310

    Again, you are using the power wrong if you are patrolling boxes. What is better, to trap someone then patrol boxes to stop them from untrapping. Or to have someone trying to untrap, someone in a chase, someone on a hook and the last guy going for the save. Means nobody else is on gens.

    The point is that if they can't see the auras of the boxes, then there is no point in them looking for it, so you'll just go do gens. Yeah, you are more likely to get a head pop, but its very rare to get head pops anyway. You use the traps as a slowdown, not as a way to kill people.

    it depends how many traps are in play if everyone has a trap and it just activated you would want to patrol boxes the closer to this ideal the better play it is

  • @Mozzie said:

    I'm not saying that you stay near the strongest loops but know where they are and how you're going to get there if needed should always be in your head when playing survivor. Your FPS is probably limited by the refresh rate of your monitor. I would suggest you uncap your FPS in the file settings. Either way, even at 45 fps you should not be having anymore issues with hitting great skill checks than if you were playing at 5000 fps.

    I have the exact same specs but with a 1080ti and my frames only drop below 100 when running through menu screens.

    you forgot to @me i just happen to check back here.

    i can watch the skill check go around and maybe have one frame in the great skill check zone

    thanks i'll try that later

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547482#Comment_1547482

    This is a guy who mains pig and has thousands of hours. You can even ask @Almo who i believe mains pig? Or at least plays her a lot. The point of the traps is not to kill people, its to get them off gens. if you are trying to kill people with your traps, you are doing it wrong. You trap someone, and then they are taken out of the game for a decent amount of time trying to remove it.

    Also, if it is a "terrible argument" why don't you try to refute it? Nothing you said can logically challenge the statement and evidence presented, all you do is say "it's terrible" and "hes undervaluing it"

    it changes nothing execpt makes the traps more dangerous and he seems to think that would make them gen rush harder? it would actually make it feasible to patrol trap boxes. but he writes all of this off as downsides or slight it doesnt make sense on paper much less in practice

  • @Mozzie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547535#Comment_1547535

    I'm having difficulties understanding much of your argument. But the gist I've gathered is 'is it fair that someone at a stronger loop earn more points than a survivor at a weaker loop?'. The easy counter to that argument is that the person who is stuck at the weaker loop or no loop at all is out of position and therefore inferior to the other player. Now surely luck is always involved when playing solo with knowing what pallets are broken and which ones are not but a smart survivor keeps their eyes on the map and makes educated guesses as to what area's other survivors have been looping the killer.

    To the second part of your argument about frame rates, if your frame rates are so poor on your computer that it's detrimental to your ability to perform great skill checks is that the fault of the developer or you the owner of the pc? It's seems to me it's likely to be the latter as those on modest hardware usually get well over 60fps which is more than adequate to hit great skill checks. Would you argue that you deserved that head shot in some FPS because your frame rates are too bad to be able to hit it accurately? The bottom line is if your hardware makes you a less skilled player then you should be judged as such.

    Processor

    Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz


     

    Video Card

    NVIDIA GeForce GTX 1050 Ti


     

    RAM

    32 GB


     

    Operating System

    Windows 10

    my specs if you are curious

  • @Mozzie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547535#Comment_1547535

    I'm having difficulties understanding much of your argument. But the gist I've gathered is 'is it fair that someone at a stronger loop earn more points than a survivor at a weaker loop?'. The easy counter to that argument is that the person who is stuck at the weaker loop or no loop at all is out of position and therefore inferior to the other player. Now surely luck is always involved when playing solo with knowing what pallets are broken and which ones are not but a smart survivor keeps their eyes on the map and makes educated guesses as to what area's other survivors have been looping the killer.

    To the second part of your argument about frame rates, if your frame rates are so poor on your computer that it's detrimental to your ability to perform great skill checks is that the fault of the developer or you the owner of the pc? It's seems to me it's likely to be the latter as those on modest hardware usually get well over 60fps which is more than adequate to hit great skill checks. Would you argue that you deserved that head shot in some FPS because your frame rates are too bad to be able to hit it accurately? The bottom line is if your hardware makes you a less skilled player then you should be judged as such.

    it sounds like your trying to say the ideal play at the start of the match is to run to the strongest loop wasting time and do the gens closest to that you loop until you complete all the gens even though that would just result in you wasting the most valuable moments of the game and later 3 gen-ing yourself.

    if you are healthy with no previous hooks with pallets nearby doing a gen that will make the map harder to patrol you are not out of position but infact playing optimally staying by a strong loop and only doing the closest gens to it will get your team killed

    you're avoiding the question. having an fps of 45 compared to 200 is meaningless in all factors but great skill checks. i lower my settings to get more fps when i play survivor. its not like this heavily optimized game. you compare this to something like csgo i get like 200 fps easily on. because csgo is optimized this isnt.

  • @bluesockcrate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547242#Comment_1547242

    I'm probably asking for too much anyway, the original killers don't get much love. :P

    also i like and use bloodhound on specific builds and some people love shadowborne i dont think these should receive big changes

  • @bluesockcrate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547242#Comment_1547242

    I'm probably asking for too much anyway, the original killers don't get much love. :P

    i dont know about that wraith got a rework way back when and nurse got a rework (even though she is not really base game)

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547471#Comment_1547471

    Plague got a fountain corrupted at the start of the trial.

    Demogorgon got the ability to break pallets with shred. The add-on was replaced with an undetectable addon after each teleport.

    Bubba got increased chainsaw movement speed.

    Doctor got increased shock range and reverse skill checks. The reverse skill check add-on was replaced with the donut shock addon.

    The addons I didn't mention a replacement for were unchanged despite being added to the base kit. Thus you can stack the buff with the addon for even MORE power.

    oh i see i was not aware of those

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