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amazing_grace

amazing_grace

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amazing_grace
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  • There's a couple things that could be going on:

    • You aren't holding the activating button for the map long enough (you should see the map losing charges)
    • The rainbow map doesnt show you everything, it shows you the 1 generator, hook, and totem it comes with default and then you have to get in proximity to other things to track them and then they will show up on your map
    • You got an unlucky bug

    Bottomline, they do work in this game mode, you might have just gotten unlucky with a bug.

  • Umm... I wouldn't exactly call Legion an anti-loop power killer. That might be your mistake. His power is more for getting a lot of injuries and keeping survivor vulnerable. You aren't supposed to really use his power in a loop to get the down, but more so get many injuries so that you can M1 them after.

    What you're experiencing though takes a bit of practice to recognize and once you know the survivor either used your limited FOV or ran around a corner, you should be able to hit them with ease.

  • Have you taken a look at the patch notes from when the new prestige system patch was dropped? That would probably give you the best and detailed answer for how the prestige system changed and how to unlock perks.

    To my knowledge, any perk you unlocked from teachables are still unlocked as a teachable perk where you can find them in the bloodwebs of your characters, but if you want to have tier 1 unlocked on everyone, you have to get the P1. The reason why it looks like your perks are locked is because that graphic is only showing that they aren't P1 tier 1 unlocked on everyone. You should still be able to find the perks in the bloodwebs.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164245#Comment_3164245

    they could have also just..tried to make it follow the MMR and fail. it took them 2 years to make a worse version of the emblem system so I wouldn't be surprised.

    That's very true, considering when they first released it, it didn't work whatsoever, they might have just tried to roll it out as quickly as possible and have a somewhat functioning system. They might just tweak it from their side as time goes on and we won't even notice. I'm just glad it's here.

  • Very interesting thought process... you have a solid point on how in theory, someone who has very different mmrs between survivor and killer should in theory maybe see two incentives at once.

    What I wonder is if BHVR just didn't think about this situation occurring (assuming most people might have mmrs that are rather close to each other in regards to brackets between the two roles), so it might just be coded in a way that doesn't allow this to happen.

    A theory I have from your post is that since the incentive is "tailored" to each player individually, they could have coded it so that the role that is most desperate is the role that will show an incentive. So it's like an either/or situation that only allows the role that needs players the most to show the incentive. Maybe both roles for your mmr might need players, but it'll only show the one that has the high incentive percentage, so it doesn't give you an option, it just tries to fill the most needed role that you can provide.

    It probably doesn't work like this because it seems a bit too complicated, but it is an idea why you haven't seen incentives for both sides at once. They could have put in a conditional that required the incentive to show up for the most desperate role because it would make the most sense for them to create a system that "forces" you to pick the role they need most, not give you a win win option.

  • @Blue_Archer33 said:

    Thank you for your comments, especially for being so kind.

    I was aware that she was running this, and how the add on works (since I love playing Sadako) but our portraits still had the static background effect on them even after removing the tape. I thought that the RING effect on the portraits indicated that we had building Condemnation, not the static effect background.

    I was playing a couple of Scrim games against Sadako on Tuesday (after chapter dropped) and I noticed I still had the static background on my character after depositing a tape. I wasn't building condemned passively though after it, so it might just be a visual bug. If that's what you're talking about, then yeah, I thought it was weird but just assumed it was visual since I could tell I wasn't gaining more stacks. There was also some confusion on my team because we were all like, you have a tape, and they're like, I don't have a tape.

  • She has an add-on that causes you to gain one stack of condemned if you heal a survivor who is already condemned (has at least 1 stack). It's a green add-on, forgot the name of it. This also works when healing slugged survivor. It's a common playstyle of Onryo.

  • @AnchorTea said:

    What if the grab was 30m and environmental stays the same?

    I think I would take 25 cm for survivor collisions.

    or

    30 cm for survivor collisions and 25 cm for environmental collision.

  • I kind of understand your argument. The map doesn't really feel much better at the moment. Maybe once we take time to learn it again it will feel better. Right now it just feels butchered as a map (literally because they put holes everywhere) and it lost its Resident Evil feel of being almost a carbon copy of the game. I kind of rather have a cool looking map that is broken than a still broken map that isn't as nice looking, but that's just me.

    Personally, I'm going to give it time before I determine if the new RPD is worse, better, or the same, but I can feel the sentiment. It definitely is different in feel and performance feels awful because I have to learn where the loops are now.

  • I would probably say 7.5/10 to play as. He is fun to play from my perspective. He has a somewhat engaging chase and a power that has to be used when appropriate, not just spammed. He would definitely move up to a 8.5 maybe 9 once they iron out his bugs and make him feel a little better when it comes to map elevations and weird collisions.

    To play against, I would probably say 8/10. He is fun to play against because you actually have to loop him and stay at a tile. It's best you don't leave the tile unless he's bloodlusting it and you need to try and leave or if he breaks the pallet and you have another tile close. I can easily see him going down to 6/10 though once people get better at him. He isn't terribly strong, but I definitely think he's on par with B and A tier killers in terms of performance. His virus can be a little annoying to deal with if you're caught in a not so good situation (having to use sprays which reveals your location, bad if you're dead on hook and no one else is).

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161938#Comment_3161938

    Little confused here:

    1. Your own ping/packet loss is displayed above the survivor list.

    2. Players are notified when another player is experiencing server connnection issues... for killer issues... above the survivor list.

    So what exactly does the thing above the survivor list show? Mine or the killers?

    Both I think? I know there are two different symbols that pop up above the survivor list. The one is just the 3 bars and the other is the 3 bars with a little knife at the bottom. (I had a game with a super laggy killer yesterday)

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161965#Comment_3161965

    Okay thanks. Do the colors depend on what you buy or are they random?

    They're designated. I'm pretty sure it's buy 1 cosmetic, buy 2, buy 3, I just forgot what the color order is for it. I think it might be blue, purple, red, but can't remember. (I'm not buying cosmetics so I just forgot the info).

  • @DoritoHead said:

    I still don’t know how these work. I have one Vial and it’s the green one from getting the chapter in steam. I don’t know how to get the others.

    You purchase cosmetics to get the others. More details can be found in the news page in game. They list out which ones you get for how many cosmetics you buy.

  • You don't see pinhead to often, so it could just be inexperience. Not everyone researches killers or keeps up to date on strategies. So that could be the reason...

    I bought pinhead yesterday since he was on sale and yeah... they made some fatal errors. One was taking chase to the box so I heard it once I downed them. The other was starting to do the box when I was right next to them. They just weren't coordinated, but yeah, I got my adept at least.

  • A: A lot of new players may have joined because the game is on a big sale and it's a licensed chapter. This means that there are more killers who are newer.

    B: This generally happens when a new killer comes out. A lot of people have to camp or tunnel to secure a kill because they haven't gotten good yet at the killer. (Bad way to get good, but some people really want the kill instead of just learning the power)

  • You could also take a little bit of time to get better at him? He just released yesterday and I'm sure not everyone is going to be great at him right away. They'll probably give him small tweaks as time passes if they see it fit. It seems like he is plagued with some bugs right now that are making his power more frustrating than it really is.

    My guess is they'll fix the bugs first and make QoL better for him for the weird interactions (elevation changes while using power). Then once they test to see if he's in a good spot after fixing all the bugs, then they'll decide if his hitbox for survivors should be large.

    I wouldn't mind them shaving off fractions of a second to either his charge time or recharge time if it would make him feel more natural in chase. I don't think that his survivor hitbox should go to 30 cm right away, maybe up it to 25 cm and see how it feels first. He doesn't seem too weak to me when I was playing him yesterday, but I wasn't using his power at every single moment, I used it whenever it made sense.

  • If there wasn't any other sketchy activity, I would assume it's the game being funky. I've had this happen to me in both roles where the game freezes mid action, then kicks me out of the game to the end game screen and just says disconnection from host. I can see everyone's perks, even killer if the match isn't over. My guess is extreme desync that causes the game to just crash on your side and kick you out without it booting you to the main menu screen or crashing your game.

  • If you leave the hook... reassurance doesn't do anything. If you see reassurance being applied right away, you know a survivor was within 6 meters of the hook. The only time reassurance got a lot of value in one of my games is when a teammate used it in endgame so my team could reset.

  • It's in the patch notes, I think it might be the killer's ping? I'm not sure because it's kind of confusing, but I know we are supposed to see the killer's ping now.

  • Yeah, they reported it in their fixed "bugs" section. Sadly this bug remained a bug and didn't just become a feature, but hey, they reduced bloodweb costs so I'll take it!

  • I want to see the QoL change of having a survivor and killer tome challenge selected at the same time. This was one of the features I was most excited about, and I feel like I remember seeing that it was pushed back until winter... but I would love to see it in the next patch.

  • @pocajohnny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158941#Comment_3158941

    He bought the Legion one, but so did I. :) I have most of the new skins actually. No Blue Vial..

    Have you closed the game and reopened it after buying the skins? That's like the only other thing I could think of. If you guys did the exact same thing, it could be a bug, which they usually prioritize and fix soon once they realize it's a problem.

  • Quick question: Did your friend buy any of the skins? It could be something like the AoT charms where if you buy skins you get more vials?

    I had Otzdarva's stream in the background and when he loaded in, I think I saw 3 vial charms pop up (not 100% sure, it was on second monitor), so that might be the case.

  • @lifestylee said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158899#Comment_3158899

    ive heard people pairing it with stake out so they can hit the skillchecks constantly or much easier? i dont understand why they would add more genrushing perks to the game when its not healthy.

    At most you can get 4 stacks of stackout stored where you can pair it with hyperfocus. For that fifth skill check, you are going to have to hit the great if you want to keep the benefits of hyperfocus. I haven't experimented with the time it takes for stakeout to replenish vs the time another skillcheck will pop up, but it is highly unlikely an average survivor will be able to get consistent value out of this perk.

    Hyperfocus makes the skill checks faster, meaning it is harder to hit the greats without stakeout. Stakeout is consumed when getting skillchecks for healing others/yourself, so it isn't guaranteed you can save the stacks for just gens.

    It might effect the gens if everyone runs it, but in a normal pub game, it probably won't be super effective in most mmr brackets.

  • I wouldn't question random people on the internet's financial situations. They could be in a situation where money is super tight and spending $12 on a DLC that they aren't even super into is too much for them. They also could just be someone who has money but feels like the DLC isn't worth it. The point is you don't know their situation and shouldn't be telling them to get a job. Some people work many jobs and still barely have enough money to pay for their needs.

  • Patch notes mentioned a bug (EDIT: it was a bug only in the PTB) that seems sort of like what you are describing is happening, the conditions were opening a chest with ace in the hole, so there could be some weird condition that causes the same, I would just say try and keep a good record of what you are doing when it happens and maybe you can connect the dots.

  • The price has always been this for chapters that come with 3 characters.

    It's not much more than chapters with only 2 characters.

    It's about $3.50 per character for chapters with 2 characters and $4 per character for chapters with 3 characters. It does cost more per unit, but not by much to cause complaint.

  • "L" dance on all my mori'd teammates? Sure I'll buy that.

  • @Gylfie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158775#Comment_3158775

    I enjoyed reading your arguments about Dragon's Grip and Flashbang and now I agree they could/should have given a compensatory buff to Blastmine. However, logically, I feel this perk makes more sense now.

    I can totally see the argument where it was being used as an info perk when that isn't the intention, so like, I get why they would make this change (even if it is highly questionable). I personally didn't use the perk in this way because it would always run out before the killer would kick it if I didn't apply it when the killer was actually approaching.

    I wouldn't be against this change if they either buffed the perk numbers a bit OR they actually gave it a cooldown like Dragon's grip. If they had it where the perk goes on a 1 minute cooldown after the perk expires from a gen before you can reapply it, then you'll at least be guaranteed a chance that it will come back into play before the game ends. I'm not totally against making this perk more consistent (because your argument with flashbang kind of makes sense that blastmine shouldn't just be placed without thought), but I just want the perk in a place where you can actually get value if it fails the first time.

  • @Gylfie said:

    As sad as it is to see an underused perk nerfed, I'm actually with BHVR on this one. The first time I used this perk and I noticed that my mine had failed but that I was able to immediately place a new one, I was like what? That can't be right?

    It's like missing your flashbang save and immediately receiving a new one to try again.

    Edit: and now it's consistent with Dragon's Grip, which also goes on its huge cooldown even if it didn't hit anyone.

    The problem with comparing it to Dragon's Grip having a cooldown is that Blastmine doesn't have a cooldown that is simply time based. It's cooldown is completing a percentage of a gen that can be difficult to do if you are either on hook, being chased, or if the killer is protecting a three gen.

    You always have dragon's grip as a perk and don't have to activate it initially (activating condition is just kicking a gen), but blastmine you have to put in some work before you can get the reward of the perk. While I understand your comparison to flashbang, I feel like it should be treated differently because of the activating conditions and short time it is applied to the gen. They could have done some compensation to the perk instead of just making it much weaker (completing only 50% of a gen or having it active on the gen for 45 seconds).

  • So... this question is a little more complicated if you are asking what would be the best option for escaping, but the option that gets the gen done soonest (assuming the killer doesn't run you off) would be just committing to the gen both injured.

    Thana would only had 3.6 seconds (if my DBD math is correct) to the gen, meaning it is negligible pretty much. The only thing you have to consider is that since both of you are injured, you are going to be downed much easier, so the killer can push you both off the gen really easily. It's highly unlikely that you'll be able to complete the gen if it has 0 progress and you're both injured. So resetting is probably the better option for escape unless you are confident in looping.

  • ... no buff in compensation? Wow... I really liked running this perk to spice things up, but okay, guess I'll still run it only now it's more trash.

  • Not sure what causes this issue as well. I've had it happen to me a couple times as killer and a few times as survivor as well. Not sure if it was something like extreme desync that causes you to get disconnected from the game or what, it is weird because you can see all the match info and such.

    It has happened almost randomly for me as well, so I can't tell a pattern.

  • Another way to counter jolt can be using perks like situational awareness (Better together) or maybe even blastmine. You're telling your teammates where you are working on a gen and if they have common sense, they won't run towards you if they are injured in chase. Not guaranteed obviously because teammates may not notice if they don't have much experience, or they might think it's trail of torment.

  • It might be enter a locker within 5 seconds of chase and you have to escape the chase then, but it also is in the reported bugs section of the forum. So if you're experiencing this issue as well, go upvote that!

  • I mained survivor for my first 800 hours because I started off on survivor and found the gameplay fun and enjoyable. It was less stressful than killer and the couple of times I would try killer, it was just so disorienting that I didn't like it. I also didn't have many killer perks, so it was kind of hard to keep gens from popping.

    Around 800 hours I started to play killer and learn it because A: I wanted to finish all the tomes and B: Survivor was getting less fun and more frustrating (queue times were also too long to get tunneled off first hook or camped on first hook). I started off playing a lot of myers and trapper and pig, but then my lovely lady The Artist came out and then I decided to main her.

    Now I play probably 60% survivor and 40% killer. I still enjoy playing soloq survivor, but I definitely mix in killer at night since wait times are super short. I also own all the killers except two of them (Pinhead and Sadako), so I've come pretty far. I've also become a much better survivor from playing all the killers, you learn a lot of nuances to powers very quickly when you play the role, instead of waiting to go against that one killer randomly in pubs.

  • Can you fix Charcoal Stick next? That add-on is also trash with barely any upside and a giant downside. At least speed limiter is a common add on and not a rare...

  • I play Bill. The build I use is BT, Desperate Measures, Hope, and No One Left Behind. It's a good end game build for unhooks and playing altruistically, pretty fitting for Bill.

  • What's the challenge? I know I have it completed since I finished that Tome, but maybe it's something weird in the wording. Could be bugged though as well...

  • You can play the game however you want, but if you're throwing the game for your soloq teammates, you might want to consider either changing up your challenges so it won't effect them as much or find a swf so you aren't subjecting randoms to your challenges.

    Especially if you aren't a great survivor, going for challenges like the ones you listed isn't a good idea. You should instead challenge yourself in ways that improve your gameplay, not make unwise decisions. You can't get banned for doing what you're doing, unless you are completely trolling, then maybe you can if they record it and report it. Your mmr can drop drastically if you never escape. Your mmr is just based on whether you escape or not.

  • @MauriceMaverick said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152967#Comment_3152967

    Please give your own opinion. That's why it's in discussion after all.

    I thought I did, but if you want me to elaborate a little more I will. I try not to sound too judgey with this type of post because I don't really disagree with what you're saying, but I can see how my post came off as completely neutral with no actual opinion stated😂

    It's a little difficult because I haven't actually played all the killers without add ons AND perks, but most killers I have played a decent amount of games without add ons, so I'm just going to state the killers I'm surprised by.

    The killers that surprised me were Wraith, Myers, Bubba, Pig, Spirit, Blight, and Sadako.

    Wraith usually struggles in chase and with no perks to help out with either hit and run play style or slowing down/regressing gens, I'm surprised he got ranked so high.

    Similar situation with Myers, I feel like you can have games where he stomps and games where you just hear Myers stun noises the whole time, so I'm surprised he ranked highest.

    Bubba surprised me because although he is great with camping, I feel like against good survivors, he can be made a fool out of. If you're playing dirty though, I can see why he could rank pretty high, just didn't see him being this high.

    Pig I was just surprised with how low since her basekit actually provides built in slow down, unlike most of the killers. I don't doubt it because she is pretty weak, just surprised she didn't get at least a little help from her traps (especially since they were buffed).

    Spirit I would imagine being higher, though if you don't play her often, I could see how she would be middle of the road. I find her pretty strong without add ons, not nurse level of course, but better than being with a lot of the rank 3s you had.

    I feel like blight should definitely be higher. Even without speed add ons he's still really good at providing pressure and getting downs. He does have more counterplay without his speed add ons, but even then it's hard to keep up sometimes.

    Sadako is so bad without add ons that I'm surprised you got any good results with her. Her map pressure gets decimated from teleporting and her chase power isn't the best either. Her shortness can help a little, but even then her stealth is subpar that if survivors start running before you arrive, it takes forever to catch up.

    Most of them I can see where you're coming from because yeah, they can go either way depending on if you get lucky or not. Hence why I'm not so sure this shows any relevant data, but still fun to look at anyway. I feel like there are a lot of variables that factor into how they get ranked as well since maps can really impact whether a killer struggles or not. I'm just glad that you didn't butcher Artist, she's my main<3

  • There's a lot of interesting takes on this list😂 I'm going to just take it with a grain of salt because I personally have different experiences with the killers, which would make sense since different MMR brackets and skill level with killers would vary between us.

    Since your ranking is based on how you feel they should rank from playing them, I don't see a problem with any of it since it is your anecdotal evidence. I find it interesting how some killers that are traditionally pretty strong were lower than traditionally weak killers.

    I'm not sure how much this data is actually helpful because limiting yourself by having no perks against 16 survivor perks (usually) doesn't really seem like it would be a good showcase, but still interesting to hear about your experience. Coolio

  • Ummm... you don't have game sense or maybe you do? It wasn't actually that bad of a showing and the perks you were running weren't super strong, but it definitely wasn't a game I would have told other people to watch.

    Once things didn't go your way, you just started to ramble about how the game is trash and complain about the survivors using perks. You literally are sharing a gameplay of you bming characters because you got salty that they made a small comeback after they didn't play well in the early game. No offense, but it kind of just showed how childish you are when things get frustrating. Some of the mistakes you made in chase is just normal juking that survivors do against deathslinger, nothing wrong with the game.

    There were definitely things you did right and did wrong throughout the video. The survivors weren't that good as a team overall, but they had some decent players on the micro level, so I would say you did outplay them by technicality since you took advantage of the mistakes they did make.

    It was hard to determine your game sense level because for most of the game, it didn't seem like the survivors were pressuring gens as much as they should have, given that you are deathslinger and have no map pressure. They actually were doing fairly well with gens once it came down to a 3v1, so not sure what was going on in the early game for them.

    Good things: You took advantage of them trying to do an insta save and punished them heavily for that. That was a really good play and really good game sense there so props to you for recognizing that. That shot at the end was also really good, I think she was dead to time anyway, but it still could have come in clutch if there were a few more seconds to EGC.

    Not so good things: In the very beginning of the match, you spot a survivor but don't chase after them right away. Wasn't a big deal, but I just found it odd you didn't start that first chase right away. A couple of times when it came down to the 3v1 you would drop chase with an injured survivor to go for a healthy one or just drop chase with an injured survivor when you had no clue where anyone else was. I get that sometimes you have to drop chase when it takes too long, but in some of the scenarios, it let the survivors completely reset because you gave up that pressure.

    Bad thing: You blamed the game and accused a survivor of cheating when they wiggled out. This was the main example where I knew you definitely lack some game sense, or at least in the moment forgot. The survivor that wiggled out was the survivor you grabbed who tried to unhook earlier, they wiggled out because you had dropped them. You can't even blame the map spawning bad hooks either because there were two hooks you could have gotten both survivors to if you hadn't dropped the one (far right next to building and the one you headed to, possibly far left one as well). It might have resulted in a bleed out of that one survivor, but it definitely would have ended that game much quicker, it went on for so long because of that mistake. After this mistake your whole attitude changed as well from being respectable to not being respectable because of the amount of vitriol you had for the game and survivors.

    My advice, find a better example than this one if you want to showcase your game sense abilities. This wasn't the worst showing, but it definitely didn't show a good character coming from you.

    Edit: I also forgot to mention you hit the Mikaela off the hook right away which is just a bad decision considering what player you are playing. If you really wanted to go for the tunnel, you should have shot mikaela with the harpoon, held it for the 5 seconds, and then hit her to down her. Literally is one of the killers that best counters the 5 second bt. Even if it was a mistake to hit her (auto aim sometimes does this to me too), you could have done the same with the steve and his deadhard wouldn't have saved him either. You had the tool to guarantee a down in that scenario and didn't use it. Bad game sense.

  • Survivor: My usual comfort build (Hope, Desperate Measures, No one left behind, BT), Treasure hunting build (Plunderer, Ace in the hole, appraisal, pharmacy), Tome build

    Killer: Usual build, tome build, usually empty

  • I like the caws of Artist. Sometimes when I'm waiting for the survivors to die, I just vault a window back and forth to listen to them. Or when I'm messing around I'll just run off a hill and run back up it to listen to her caw as she floats down.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151293#Comment_3151293

    I don't care about Ruin getting nerfed that was to be expected im talking about an overall nerf to that near complete build i mentioned. I don't consider Ruin alone at all and would never use Ruin alone so yes Undying/Ruin got nerfed but its in no way bad. Is Ruin bad yes but Undying/Ruin isn't.

    I would argue that Ruin got nerfed way harder than Corrupt. Corrupt still works great on killers that need it, Ruin on the other hand is debatable compared to what it used to be. It still has the benefit of regressing the generator without having you have to kick it, but it can be powered through much easier than before. I literally only cleanse it for the points if I find it when I'm running around the map, I used to look for it first thing in the match.

    I would suggest reading the patch notes from the rework so you can familiarize yourself with the changes if you haven't already. Corrupt definitely got hit hard as a universally used by all killers perk, but it definitely wasn't the worst one out of the bunch.

  • I'll have to see once hyperfocus comes out, but it seems like it is hard for an average survivor to get use out of. You can maybe get a groove going once you have your stacks of stake out with it, but getting great skill checks consistently in a row as the speed of the skill check increases doesn't sound like a ggez win. We'll see though, I haven't actually used the perk myself so maybe it will need to be brought back a bit, it just seemed like a high skill perk to me.

  • Some of your numbers I would adjust, but overall I agree.

    For Resurgence, I would change it so that once you heal to 50%, you can't lose that progress. This helps counter hemorrhage but still keeps its effects. It also would be fitting with the title of the perk still.

    Solidarity - I would like to see it changed so that if you remain within x distance of the person you healed, you won't lose your heal progress as well. This is just a nice QoL change that makes this weaker perk a little better. It allows you to reposition from the area you healed in case the killer starts heading over and you won't lose everything you got from the perk.

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