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Frozenscum

Frozenscum

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  • It was 1 thread below this one, open your eyes.

    https://www.youtube.com/watch?v=NK95b4uOglU


  • Can you just post in already big thread with Peanits answer, it is just on first page?

  • No, it wouldn't. I dont use Mori at all as Killer, and I rarely see it as Survivor, apart from cases when Killer is clearly pissed by previous game and brings red one to get ######### on survivors, but I'm not even mad on those.

    In the end, who cares, game isnt competetive - if you died, press leave and move to next match.

  • Ask your parents, most basic wired mouse costs couple of dollars. Pack of cigarettes costs more.

  • I had that bug too.

    Today I have new one, I'm ranking downwards. Endgame score shows +1 pip, after I return to main screen it is actually -1. I've lost 3 pips already as survivor. And I know it should be +1 pip cause of amount of actions I did through game. 2 gens done, cleansing hex and dull totems, 2 safe unhooks, etc.

    It is started when I was DCed from game with error during EGC as last survivor on my first hook. Error was about - game cannot determine youir rank, or something like that. restarted game twice - didnt help.

  • My car has no steering wheel, any tips how I can drive it without it?

    That's what you basically ask. Buy wireless mouse and stop maaking bs threads.

  • PWYF is overall badly designed perk. Your suggestion is not a buff or fix. Perk need to be reworked.

  • No, I'd like to have game no matter against or with whom. Higher ranks/lower ranks, experienced or not. If I'd like to watch Netflix or browse forums I'd did it, I dont need background lobby for that.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/568549#Comment_568549

    Congrats, that's how it's done already, but only for debuffs.

    Thanks.

    It is not enough to be done only for debuffs.

    It should be done for buffs, for items, perks, addons, powers.

    Instead of vague words in description there should be simple numbers to indicate what kind of effect you will receive.

    If everything in game is lined up to one calculating method it is so much easier to understand, memorize and use.

  • Thanks, guys, for explanations, but I know math :)

    With my last post I meant that if you have same method for calculating all effects in game - it will cut a lot of your own time and will not confuse ppl even further (they already have those considerably and moderately values which have zero correlation in different perks and effects)

    There is very easy way to avoid hitting 100% or 0% by stacking effects multiplicatively instead of additively.

    50% and 50% of healing reduction stacked multiplicatively (0.5x0.5)=0.25 gives that proper 4 times increased healing time while trying to Self-Care under Coulrophobia effect.

    Same with others if you adjust numbers in description to match method.

  • @BOSS242

    If you could use some text formatting - could be nice, it is hard to read through wall of text with no spaces and loads of CAPS and exclamation marks.

    Let me make it clear for you.

    MoM before rework - had no counterplay for all M1 killers, providing free health state to survivor. It could be nice for newbies, but it was highly exploited by experienced survivors to prolong chases to unbearable time. Unhealthy design.

    MoM now is nerfed too much, as always, they need to add safe unhook to actions that give token. Bad design.

    Old DS - had little to no counterplay, except for dropping survivor 3 times and pray that hook is close enough. Providing unconditional health state and prolonging chase. Unhealthy design.

    New DS - has counterplay in form of slugging, giving chance to survivor be healed by teammates and doing exactly what it meant to do all that time - counter tunneling. Good design.

    NOED and Adrenaline I've explained in post above, they are both risk-perk with good design. But, you can spend time to get rid of NOED in exchange of your time, Killer can't get rid of Adrenaline apart from killing everyone before last gen pops. Both perks serve as time management perks and serve properly.

    Ruin is perk that is good only against less-experienced survivors, I had 2 games as example as Hag yesterday, I run Ruin on her, since she's 110% speed Killer with setting time.

    One game Ruin was destroyed 40 seconds into match even before I've reached it. I still 4k that team despite of them having 3 toolkits with speed addons and 1 BNP.

    2019-07-08 (5).png

    Second game was against 3 SWF + rank 4 solo twitcher, I checked his footage after game, he didnt miss once on great checks before Ruin was destroyed. You can check game from his perspective here https://www.twitch.tv/videos/449766658 from 43:10 timemark.

    Ruin is NOT one of the best Killers perks, its value becomes lower and lower as higher you climb in ranks. At red ranks it's barely noticeable.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/568462#Comment_568462

    We've done the math in the past. Recovery rate looks like this:

    2 / 1.75 = 1.14 seconds

    The new version works like this:

    2 * 0.5 = 1 second

    If it is actually slower, then something is wrong. It was intended to be slightly faster.

    @Peanits

    So basically you use different methods to calculate same things and confuse playerbase and yourselves with it. :)

    You should adjust calculations in game and bring them at same method then, all I can say.

  • Do you all remember that Enduring description was changed.

    It was - 75% faster recovery from stun

    It is now - 50% reduced duration of stun from pallets

    And I recalling from devstream some of them said - don't worry numbers are different cause recovery and stun are different things. (meaningwise, in my words)

    So to say - devs probably do not lie us on purpose, but as we all know from Legion rework, noone in 100 ppl team is familiar with math.

    So if overall stun lockout consists of 2 parts - stun itself and recovery from stun. We end up in situation when 75% of prepatch recovery is bigger than 50% of postpatch stun.

    Let's try to do quick math based on known numbers:

    1) Pre-patch

    Overall length - 2 seconds

    Enduring was cutting it down to 1.1 seconds, so 0.9 seconds were 75% of recovery, means recovery part was 1.2 seconds, stun was 0.8 seconds

    2) Post-patch

    Overall length - 2 seconds

    Enduring is cutting it down to 1.2 seconds, so 0.8 seconds is 50% of stun, means stun part now 1.6 seconds, while recovery 0.4 seconds

    Thus, either they changed both parts from 1.2 sec recovery and 0.8 sec stun into 1.6 sec stun and 0.4 sec recovery, and obviously couldn't calculate it properly. Or, they just made ninja-nerf to Enduring alongside with taking off its ability to counter 2 survivors perks.

    I see both variants viable with these devs :D.


  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/567722#Comment_567722

    You clearly never played fighting games if you think 9 frames isn't a huge difference.

    That translates to nearly 1/6th of a second if we are talking 60fps.

    That small difference can mean making it to the next window or not. This is bigger than you think it is.

    As former fighting games player I can say that 9 frames is a huge windows. I was maining GGXX:R Testament and was champion of MFA'2005, FRC windows (tech cancel of moves) could be 3 frames at certain characters.

  • There is no actions you can perform in the endgame when gens are done or hatch is closed, but gates opening.

    Well, you can still cleanse totems if there are any left or NOED is active, I dont mind if Wake Up will speed cleansing.

    You have Resilience and Spine Chill to fasten your vaulting speed, so no need to give another perk for speed that up.

    3 seconds is pretty much - it is almost 14 meters of distance Killer need to run towards you.

    There are a lot of perks that have minor impact on game, not only Wake Up.

  • Hook system is pretty much flawed atm. If person dies on first hook, no matter why, Killer is only awarded 1 hook towards emblem, which is pretty much BS devs implemented to force unoptimal plays.

    I had multiple games when first hooked survivor killed himself on hook, cause he didnt want to play against certain Killer I was using, so I was punished for someone's actions.

    If I chase someone around hook, and third guy is not fast enough and hooked person is pushed to 2nd state - I'm getting punished for that too.

    As stated above in thread Devout emblem should NOT be punished if person dies on his 1st or 2nd hook. Death on hook should always provide 3 points overall towards Devout.

    Campers will benefit from it ofc, but there are other ways to push them away. Increase penalty in Malicious for hook proximity while not in chase greatly and problem is solved.

    I agree that Chaser emblem should not be affected by camping penalty, it is illogical at very least. I had a lot of games when I've chased ppl around Killer shack while guy was in its basement hooked, they refused to move away and let 3rd person unhook, so I was punished for that.

    Certain maps punish you even if you dont even close in terms of path to hook, like The Game, if you chase someone on different floor and hook is above/under you, you are getting punished for that too.

    It looks like devs are pushing Killer into behavior model when he hooks person and must run away in the middle of nowhere ignoring signs or aura reads if anyone else is around. After those changes I saw multiple survivors who were accusing me in camping hook when all gens were done, cause they were entitled to have free and save unhook.

    I've asked ppl always after such - what did you expect me to do when gates are opened and I have hooked person? Run at other side of map? Never had any reasonable answer. Just - "i dont give a ######### - you are still camper"


  • @TRB124 said:

    Firstly, please don’t compare Adrenaline with NOED. Adrenaline REWARDS survivors for completing their objective, and is entirely preventable if you do your job as killer and prevent gens from popping. NOED rewards failure.

    Secondly, do survivors really have time to do totems? Against an inexperienced killer, yes. But it still doesn’t justify NOED as it rewards failure but it is avoidable in this situation. 

    But against a killer that applies constant pressure? Imagine a game as survivor where you just about manage to pull through by finishing all 5 gens with 2 survivors left, only to get rewarded with being instadowned by NOED. When the killer is applying constant pressure you have no time to do dull totems as every second you aren’t on a gen is detrimental to your survival.

    A lot of ppl say that Adrenaline rewards good play, and NOED rewards bad play. It is not true.

    They are both risk-perks to receive advantage in the game capitalizing on opposite's side wrong play.

    NOED serves 1 purpose in 2 different ways: get advantage of one-shot if totems are not cleansed, get advantage of slowing down game if survivors do it.

    You risk as Killer to not even have NOED if survivors cleanse all dull totems. If they do, you receive 70 seconds of time from cleansing and some time from search in your favor.

    If Killer receives NOED in the end - he is capitalizing on choosen play from opposite team who decided not to cleanse totems. He is trading slowdown of repairs for faster chases in the endgame.

    Thus, NOED is time management perk for Killer.

    Adrenaline serves same purpose, but vica versa. Adrenaline helps you to cut healing time, by risking beeing injured towards the end of game. Some ppl choose to stay injured all trial if they were caught or injured early, saving a lot of time, and sometimes even more if they choose to use Resilience.

    Plus Adrenaline can have insta-Unbreakable effect, it has longer Sprint Burst effect, and can be used by 4 members of team for saving huge amount of time.

    Thus Adrenaline is time management perk for Survivor.

    Please, stop all that nonsense about bad or good play by either side.

  • I don't see any reason to raise this question over and over again.

    I see only those compain about NOED who entitled to escape by rushing gens and refuse to take some time and cleanse dull totems. By some strange coincidence same ppl say that Adrenaline is perfectly fine perk.

    Killer plays with 1 perk less through all trial, but endgame. Perk can be denied by survivors. Perk is fairly strong if it lasts long enough.

    Unexperienced Killers use this perk to help them get kill or two in the end if they are lucky.

    Experienced Killers use perk when they are anticipating multiple Adrenalines and want to counter it in the end.

    No matter if Killer faces SWF or solos, NOED is a perk he can use if he decides to.

  • Welcome to Dead by Bugnight

  • You can put Survivor in Broken very fast if you have full charge and aim to neck, it takes around 2-3 seconds

  • What do you mean by "bullshitted them"? Didn't let them do gens? Teleporting to my triggered traps and grab the unhookers? Abandon chases which were leading to untrapped areas as 110% Killer? I've played optimally, and I was punished for that.

  • Survivor: None, since I play only Jeff with Iron Will

    Killers: Nurse, Huntress

  • There is a lot of flaws in system on Killer's side.

    If guy dies on 1st hook, you lose 2 hooks towards emblem.

    If they gen rush you, you lose emblem. (but lightbringer is not depending on time, only at amount done, so to say)

    If you're Trapper or Hag you can say goodbye to Chaser at most games. If you're Plague things are even worse.

    You literally need to let them go to earn points, it is illogical.

    Devs are just forcing Killers to play unoptimally cause of "fun" of survivors.

  • 5 gens left, 4k, safety, and I didnt camp anyone, I just teleported back when they triggered traps. Emblem system is such a bullshit, I literally need to let them go to earn points, it is stupid and against any logic and common sense as Killer. And there were 2 OoO ppl, so they could even see where I place my traps.

    2019-07-08.png


    2019-07-08 (1).png


  • Illusionary pallets can appear as used or as unused, it was always like so. It is chosen randomly when pallet is summoned.

  • As Killer:

    Entitled Survivors who think that I should play by their made-up rules

    As Survivor:

    Nurse, I'm bad at juking her most of time, and that helpless feeling annoys me.

  • Huntress's lullaby was reduced greatly, it is very vague now while playing her which is great relief, cause it was annoying af hearing it repeatitively all match.

  • We do not know yet until we test him on PTB. But judging on all recent changes to existing Killers and new ones he will be probably just another M1 Killer. Survivors have more opportunities to wake up, his Dream State is not stalling and tracking instrument anymore so there is no much reason to wake up also. He can drop slowdown traps, but it is same as Clown - pretty good 1v1, but awful map pressure. Fake pallets are same as Doctor's, but it is still not much help.

    I do not expect lot from this change, I tend to think Freddy will be worse than he is now. Now he is unique, and played properly he can be stalling machine, he has drawbacks, but also interesting features and mindgames during transition time.

    Unfortunately devs are bad at playing their own game, so they apply changes based on their poor skill as both sides without consulting with top tier players.

  • @miaasma

    I didnt expect more from you, no arguments, no analytics, just mindless no

    @Talmeer

    That's my vision of Legion based on cinematics they were presented with. When Frank is running with David while David has no idea that Frank is Killer. Disguising himself as friend to land stealthy hit.

    Even if cut all Disguise portion, Frenzy rework should be done as I described. Atm Legion power is very very limited, ppl just stay injured and loop him as basic M1 Killer, if Legion tries to spread love with FF, most of times it is just 1 survivor, rarely more, cause ppl tend to stay apart. Plus his FF is easily outruned.

    When his FF will be lethal for injured, ppl will start to heal to healthy status and stall game, which was one of primary goals of power, 50 meters of Killer Instinct allow to find more Survivors while Injured one will spend 12 seconds for Mend and 16-32 seconds to heal.

    I do understand why you want to remove missing hit penalty, to have feeling of bloodcrazed teen who swings knife in frenzy, blinded by bloodthirst. But, when FF is lethal having so much chances to land a hit is an overkill.

    There is a solution though, remove lunge from FF attacks completely, and apply some slowdown after missed attack, survivors should have some sort of payback if they juked Legion and made him miss, so they can gain a bit of distance.

  • Dont take game as competition, cause it is not designed that way despite of having ranking system (bad one). Just count it as fun time spending, do not eager for hooks/kills, commit to chases, see how survivors behave and learn how to predict their move, try new jukes at mindgameable points, use unusual perks, use addons you never used before. Do not trigger on tbagging, I'm always write in postgame chat something like - check your CTRL, it seems jamming :)

  • A lot of stuff can be countered by SWF, but having no Red Stain, distant TR and base movement speed is already a lot to land a hit.

    If MS of Frenzy will be higher, it will provide too easy hits, since DW is lethal it is overkill.

  • You read this incorrectly. Read again.

    Once you hit healthy Survivor you apply DW status, but he is still Healthy.

    You reach him again, hit with FF, he gains another sprint burst while you have 1 second cooldown. He is still Healthy, but in DW. If you M1 hit - he will be injured, but DW status is lost. He gains sprint burst, you have wiping animation, your FF is depleted.

    You reach injured and hit him with FF, he will go down in 15 seconds if they dont Mend no matter if they are in TR or not. If you hit him again in DW you suffer from 2 seconds cooldown and they have burst speed, you can continue to chase him and wait till timer expires or try to M1 him earlier to cut the time.

    I've explained how it works in other thread already.

    Such mechanics aimed to apply stalling by forcing Survivors to heal after beeing injured, cause DW status is lethal if you are.

  • @Dehitay

    What are you talking about even? You compare paycheck where you do job for someone's profit and get paid for it with videogame where you decide yourself if you want to invest time in it or not?

    You need to take some logic lessons.

    It is not an achievement if you wasted 1k-2k-3k+ hours of your time for your hobby.

    And you can't deny lighten up burden of grind for newer people just cause you decided to spend so much time for it.

    @Supernaut

    Same with you, it is not a mega achievement if you got all perks at certain character. It is matter of your own desire, it does not require any amount of skill to level up character or all characters - it is matter of time. Achievement should represent something you've done by skill, not by time sink.

  • @Jdsgames

    Claudette DCed when Spirit moried her, so Spirit didnt lose anything in time or aura reads.

    I dont know which map is garbage for Spirit, maybe Lery's cause of heck loads of windows, but scratchmarks are so visible there. Both of those weren't Lery's.

    I have bad game as Killer when survivors outplay me, it is not a bad game, it is their skills were higher and their reads and jukes were better.

  • Believe it or not, but bad players cant reach rank 7 and rank 4, especially as Killer after emblems revamp.

  • Yet another evidence Spirit is not broken by any means.

    Faced sweaty Spirit, probably frustrated from previous game (which in fact just strengthen up my point) with Ebony, Haunted, Ruin, BBQ and Thana. She managed to make 2 (two) hooks through all game, and caught second guy to mori him when all gens were done. I got hit once, juked her with Iron Will, she found me near gates I was opening afterwards, but I juked her again so she ran to other gates thinking I headed there. I've opened gates before she returns and escaped after getting second hit in game. Every time she was trying to caught me on gen Spine Chill just denied it, I've moved away before her arrival.

    2019-07-04.png


  • It is not.

    Ghostface was in stealth crouched next to me, we literally were crouching watching each other nose to nose, 0 meters apart, he was in the middle of my screen, basically half of screen was him. I tried to turn my camera at different angles to make reveal sound even appear, and nothing, I could not reveal him sitting next to him. He was revealed by another survivor who was working on gen 10 meters away.

    Dont even try to tell me I didnt put him in the middle, he was next to me and he wasnt moving.

  • Getting Iron Will broke was huge surprise to me in first match after patch as survivor and against Spirit. I did my usual juke and guess what? Instadown, cause Jeff is loud AF while injured, and Iron Will just wasnt working.

    I have no idea either how devs can constantly ######### up things they dont even touch in current patch. I've been programming myself in past, and that's just sign of incompetence, stop hiring Indians outsourcerers for 9 bucks/hours, you'll end up as Boeing!

    Edit: spelling


  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/561416#Comment_561416

    See? This is exactly what I'm talking about. Before, I could have just clicked "Vote Down" and been on my merry way. Likewise, you could have saved time typing all this and just voted my original post down and saved me the trouble of even down voting you in the first place. We'd both be happier that way.

    No, "we" would not be happy, I'm always bring my arguments why I am not agree with post, I never used downvote, but I'm using upvote quite often.

  • I run Whispers, BBQ, Surveillance and Enduring atm on her, cause I lack couple of perks I like to use in general, namely Agitation and Deerstalker (no luck in bloodwebs yet), and I'm grinding points with BBQ.

    Not bad build is Whispers, M&A, Enduring and Brutal

    Discordance, PGTW, Whispers and Brutal is fine as well.

    Whispers is amazing on Pig, cause you run normally around and crouch as soon as perk lit up, saves a lot of travel time and help with tracking.

  • I do not give hatch after devs ######### up emblem system, most of times giving hatch now denies me of pip leaving with safety only.

    I used to give hatches a lot before revamp.

  • I really like the option to down vote.

    If someone has counter-argument to post you are going to downvote - just upvote that post.

    I'd like to hear why my opinion is not accepted by someone to either see if i've mistaken or overlooked something or if person who argued is mistaken.

  • Seeing how devs constantly fck up things, without testing and consulting with ppl who actually know their game, to rework them, and pretty unsuccessfully, short after release, we need to build critical mass of opinions about system to not have another crap implemented again.

  • Please change Survivor aura read to bright yellow instead of red.

    You should not be able to hide behind gen, there are lockers, perk Distortion and range restrictions on BBQ for a reason.

  • You dont grasp whole point in Killer ranking up based on Victory Cube. I feel pity for you.

    Not thinking Killers will rank up to good survivors and sink back to where they belong.

    Not thinking survivors will rank up to experienced Killers and sink back to where they belong.

    It is simple logic, and if you dont grasp it... Well, sigh..

    There should not be judgement upon terms like "new Killer", "bad survivors", etc.

    Judgement should be based on actions made to achieve your goal.

    Killers goal - kill all survivors, no matter when, at 5 gens, at 3 gens, or during EGC.

    Survivors goal - escape trial working together and helping each other as team, no matter how quick or long it takes.

    All escaped fast, no teamwork actions, just gen rush - here is your black pip, here is depip for Killer.

    All died fast - pip for Killer, depip/black pip for survivors.

    All escaped slowly, a lot of teamwork actions - double pip for survivors, depip/black for Killer according to number of hooks he made.

    All died slowly, a lot of teamwork - here is double pip for Killer according to number of hooks and kills, and depip/black/pip for survivors depending on number of teamwork actions they individually made.

    Mixed match - black/pip/double for Killer according to number of hooks and kills, black/pip/double pip for survivors depending on number of teamwork actions they made.

    It is healthy judgement of made work by both sides. There should NOT be difference on pips across the ranks, double pip in yellow should take same amount of actions as in red.

    Whoever will rank up into ranks he doesnt not belong will drop down very fast.

    Nowdays it is MUCH easier to rank up as survivor, cause emblem system for BOTH build around actions that ONE side should make.

  • @miaasma

    Well, all your posts I've read so far contain so much survivor-biased nonsense, that they are not worth reading at all, which I will do from now on. And I recommend others to do same and stop argue with you, cause it has no point.

    Additionally to Emblem system flaws.

    Game against SWF, 3 gens left, rank 2 and 8 died on 2nd hook, rank 3 and 18 on 3rd hook.

    Guess what? Ruthless...

    2019-07-03 (2).png


  • @miaasma

    Saying that Killer does not deserve pip with 4k is such survivor-biased I cant even describe.

    Sadly current emblem system is build to force players run trial in the way devs want them to play, not in the way game logically should be played.

    Victory Cube for Killer's points and pips is just perfect judgement of Killer skill compared to survivors he faced. He is alone, he can't be everywhere and he has literally 0 control on Gatekeeper emblem. I had once game with 0 Gatekeeper points, 4k, and all other Iridescent (or maybe one of them Gold, was month ago), guess what? Black pip. How that even fair? I did my best to end chases asap, had all hooks in the world, but they were SWF and were rushing gen during each chase in 3 ppl with Prove Thyself. I had no Ruin, so gens were flying like birds, I couldn't even reach gen they were working at after hook before it pops.

    4k should be auto-pip despite of numbers of hooks, it is not even a matter of argue. 4k with 3-3-2-2 hooks should be auto-double-pip.

    Currently both systems build around team of 4, but Killer is alone, it is simply wrong, you can't build system for one man based on actions that other 4 should do.

    Survivors emblem system is much better suited for 4-man team, survivor performs certain number of actions towards emblem and can pip even if he dies.

    Survivor does some repairs, 1-2 unhooks, some chase and he has enough for a pip.

    Compare efforts survivor do for a pip and Killer should do for a pip - it is literally the abyss in between.

    Furthermore, Killer who gets easy 4k in lower ranks will rank up fast and face survivors with higher skill and wont abuse ppl with less experience.

    Also, ranks resets each month have no sense to me, red rank Killers should stay in red ranks, green ones in green. There is no reward for your achieved rank during reset, so there is not a single point in doing it and even less in doing it so often.

    If rank reset is so much needed by some secret and unobvious reasons it can be done at new Chapters and completely, i.e. everyone is down to rank 20, with some rewards, like cosmetics unique for this Chapter and which can be acquired only by reaching red ranks, without possibility to buy it. Let say one of Killers and one of Survivors, not DLC ones obviously, but basekit ones.

    TL:DR

    Killer pip system should be based on Victory Cube, counting only number of hooks and kills.

    Survivor system is fine as it is now.

    Rank reset only at new Chapters with unique cosmetics for 1 Killer and 1 Survivor from basekit granted to red ranked players.

  • Add perk cosmetic (change color of perk icons) for those who for some reason bragging about their hours and their grind, You did it for yourself, noone in lobby give a single fck if you P3 Killer/Survivor with some T3 perks, and noone give a fck if you have all of them maxed out or not.

    Cause, let me sadden you, first of all, it is not an achievement by any kind, second, noone even see it, but you.

    Did you play game cause you like it, or cause you wanted to gather some pixels to brag about it?

    I've P3 LF from scratch into 40 maxed out perks + some nonmaxed out in a week, just with playing him, is it an achievement? No. I was having fun and enjoyed games, getting stuff on the way.

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