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mike1288mccarthy

mike1288mccarthy

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  • We already knew mori changes were coming we just didn't when and how they would be changed. Feedback is a great thing but feedback is also a bad thing. Gamers can complain all they want that a game studio did something they don't like but our opinions don't matter. Nothing I have heard from anyone complaining would make this game better. You all act like keys are a problem, when in reality keys aren't used that much and they're not game breaking like moris. Let's talk about hatch if there's 4 people alive hatch won't appear until all 5 gens are done and if it gets that far without a sacrifice you essentially already lost the game.

  • Freddy is definitely not op I've been playing this game 2 years and Freddy is one the only of the few killers that has counterplay if you're awake his power is useless, when he teleports to a gen you know he's teleporting, outside remember me and blood warden and stares in front of the door he has no endgame pressure. yes freddy is one of the strongest killers but he's only strong when there's gens. Every survivor can complain he is no fun to play against but as a survivor main myself who mains Freddy everyone is wrong. Yeah you're objective is to do gens but guess what you can do 5 gens you still only get a max of 8k BP. Could Freddy use a few tweaks yes he does but nerfing him isn't the answer. Feedback is great but people who play the game have no idea how to balance the game.

  • @Dustin said:

    If Freddy's killrate is high it's likely because people just suicide on hook against him. Even in my rank 1 games people suicide against him because they find him boring to play against. His current power is good but imo it needs some refining to be more engaging. Everything is there it just needs to be made more fun to play around. I still feel like the Dream Pallets are the more fun game mechanic to play against. That's why I kept saying the snares and pallets should be available at all times and share the current charges he has now. Would require Freddy to manage resources more but that's just me.

    Freddy's strong but only when there's gens if the doors aren't close to each other like they're on the other side of map he's kinda screwed because he has nothing outside of his perks to protect the gates unless you're using snares but those only work if someone is asleep and if the survivor has adrenaline Freddy is pretty much a m1 killer. My solution for this when the exit gates are powered Freddy gets a token based teleport system based on how many gens were completed so if all 5 were completed he gets 5 if 0 are completed he gets 0 or 1 token.

  • @AhoyWolf said:

    Just remove perk tiers, they are one of the main problems in this game, it makes BHVR do stupid decisions with perk design.

    In theory it's a good idea but only in theory, but in reality it's not possible or feasible otherwise they would have done it already

  • @Ramxenoc445 said:

    Think we should just have like 3 variations of the same map for each map and they be set in stone and not be RNG based on how things spawn. I think the game's balance could go way further and the game be more fun for both sides when you know for sure what tiles and objects have spawned versus having to guess or hope certain things have or have not spawned.

    I assume it'd help with perk balance to some degree as well but not too sure. Though I can say not running meta perks while playing solo is nightmarish. As fun as this game is if you're not SWF you can give up using anything that isn't DS Adrenaline DH and whatever your last perk is because you can be unfortunate to get a camping or tunneling killer and if you don't have those few perks you die for free and you can also just get other survivors that do nothing out of fear or stupidity and play immersed and still get caught and die in the end because they probably can't loop either.

    As for playing killer its about the same you can't ever just have fun with some niche perks because you get gen rushed depending on the killer because you naturally can't create the pressure needed. You can't win games without either potato survivors or using some form of generator slow perk, maybe something for healing speed and then a perk for chasing or a perk for finding them. Typically we all just use ruin plus corrupt or undying these days. The game's balance shouldn't be focused on these select perks for either side. The map balance needs to be better or the perk balance needs to get better its honestly a bit pathetic that so few perks in this game are actually viable. All of these new perks we get for synergy are usually average at best and still are nowhere near as useful as the survivors ones listed not including the builds around Soul guard which still only help the top survivors and then the killer builds that use either BBQ or Thrilling tremors to find survivors and then ruin with undying and whatever your last perk be. These things need to change as great as this game is its extremely nerve wrecking to always have to use meta if you wanna get anywhere without playing with some friends

    The reason perks like ruin, undying, corrupt and Pop are in the meta is simple they're the only good slow down perks. DS, dead hard, adrenaline, and mostly all exhaustion perks are meta is also simple they win chases or the game depending on the situation. The problem is exactly that for killers map rng and size is horrible. Like on maps like coldwind farm, autohaven, red forest even the swamp, and now with the newer maps like dead dawg, the silent hill one and MacMillan you have to decide what gens you want to protect and what gens you're going to let go

  • @Axe said:

    ....make me wish I got tunneled 24/7 (aka the killer chases me non-stop)

    But things has changed over the past years, every killer including me I guess have switched to new form of "hit n run" tatics. It gets boring playing survivor after a while, most of the games I will do gens cause the second I pallet stun a killer or vault to a strong loop like killershack or jungel gym the killer will yeet across the map and never even try to touch me again until end game when they dont really have a choice but to chase a survivor for hooks and points.

    Most of my chases barley last more than 30 seconds before the killer decided they dont wanna deal with me anymore. But I can't honestly blame them, the game in its current state is not exactly balanced around 1v1 chases and the killer got not 1 but 4 survivors to deal with and I get the idea of focusing on the weak links first as they will probably waste more pallets, lose mind games and overall chases much faster. 

    I know this is a pretty odd thing to rant about but the game as a survivor is just getting boring the more you play and I wish we had more interactions and objectives. 

    Well if I'm playing killer and I know it's a strong survivor loop or an infinite like cow tree I will give up on them because I know I'll never catch them even with bloodlust 3. Sometimes it's a strategic move to give up early in the chase if you know they can loop you for days

  • @MrsBunny0824 said:

    Stop it i only play as a survivor and I've played games where I felt they need to speed up gens because at times people are more worried about getting others off hook or hiding rather than repair a gen...its matches where one gen aren't even done because so people are too afraid to repair them...stop complaining 😒 and just get better as a killer you won't be saying that then

    I agree with you the problem isn't gen speed, it's not toolboxes, it's not prove thyself, it's not swf or multiple people on gen there's perks to counter all of this and slow down the game significantly it's just that people love to complain when something doesn't go their way. I've been in games where theres only been 2-3 gens done ice been in games where the killer dominates and 0 gens are done. The real problem is the games core mechanic of where you start vs where the survivor starts. If you start close to a survivor you can down them before one gen is done but it's also map reliant

  • @MrLimonka said:

    Spirit is very (or maybe too) easy to learn if you bring stridor. Freddy is very easy to learn, since you practically just need to place snares around loops correctly and teleport to gens whenever needed.

    But I don't recommend either of these choices. Choose the killer you have the most fun with. Killers like Oni/Huntress/Billy may take more time to learn, but they are way more fun to play.

    Maybe for you but I only have fun playing as Freddy

  • @ZerLukas said:

    I wonder how many times do you need to disconnect to even get a penalty that long?

    But the whole point of DC penaly is to not let people disconnect on a regular basis and it seems like that's exactly what you did so the penalty system does its job fine.

    At least 30+ times I'm assuming 🤔

  • @gatsby said:

    I spent a lot of today watching different Fog Whisperers trying to get a Dwightcrow code and finally got one! Here are my tips for getting one for yourself:

    1. Work your way down the Fog Whisper list to find a smaller streamer that has less competition. I know you might love Otz, but his chat is massive and the odds aren't in your favor. Link: https://deadbydaylight.com/en/news/fog-whisperers-program-2020
    2. Actually watch the streamer long enough to learn their methods for giving out codes. They usually only give out a couple per hour. Streamers that give out a portion of the code and give people time to type before giving the last few digits are the most fair if you're not a speed typist or are on console.
    3. Have your game shop open and ready to redeem the second the streamer gives out the code. Time is of the essence. Console players and PC players without duel monitors should probably be watching the stream on their phone or laptop for multitasking purposes.
    4. The odds will get better as the event goes on. If you think you're at a disadvantage, you might wanna check streams at odd times when less people are watching or wait until next week when the hype has died down a bit. Everyone that's dedicated enough should get the charm eventually it just sucks that the beginning of the event is so bottle-necked because everyone is rushing for it.

    I'm on console and luckily i got one

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1685319#Comment_1685319

    ok where are all these bug fixes? game still buggy mess.

    I don't think that the case when the added the rift is when the events started to suck now all the care about are the rift and new cosmetics(in other words making more money)

    How are they making more money even if you bought every tier it's only 7000 at the most a purple cosmetic cost more than the rift pass does in many they're losing money

  • @NekoGamerX said:

    the event are getting worse and worse as this game keeps going.

    Yeah the reason behind that is the community you wanted bug fixes instead of new content so they nixed special events like previous years to bp to focus on bug fixes. That's why I hate the gaming community they're a bunch of whiny crybabies who want everything their welcome to the real world you can't have everything you want and complaining gets you nowhere maybe if the dbd community came up with real solutions and not impossible ones and didn't complain about everything they could actually get fun events

  • @Fibijean said:

    Surprisingly, no one else has made a post like this yet that I've seen, so even though it wasn't a Q&A, here's mine for anyone who missed it, saw it but forgot, or couldn't understand what was said.

    As always, please bear in mind that this is official information, unofficially worded. While I naturally did my best to be as true to what was said on stream as possible, these are my words, not the developers', so don't read too far into the way anything is worded, unless it is in quotation marks " " in which case it is a direct quote from the stream.

    If you want to watch the stream for yourself, you can do so here:

    https://www.twitch.tv/videos/771212558

    Featured on this stream were:

    @not_Queen - Lead Community Manager

    @mcote (Mathieu Cote) - Game Director, Not A Lawyer

    Justin Banks - Product Manager

    Opening Announcements

    • Artwork, Cosplay and Decoration Halloween Contests are open right now. Due to a shipping issue regarding pricing, there has been a change to the rules, so make sure you check those before entering the contest(s).
    • Keep an eye out for some “special stuff” posted on DBD’s social media in the near future.

    Licensing Q&A

    with Mathieu Cote (not a lawyer)

    While Mathieu did his best to be as transparent about the process as possible, there are a lot of confidentiality issues involved with this topic so some discretion on his part was necessary.

    Who contacts who?

    It depends on the license. In some cases, the developers have a “wishlist” of licenses they would like to have in the game, so they reach out to the license owners to discuss it. There are a lot of different ways to go about obtaining the rights for a character, and may involve discussions with character agencies, movie or television studios, or individual creators or authors.

    While the developers often reach out to license owners themselves, as Dead by Daylight has grown and become more well-known over the years, it has gone from being a “showcase” to help get license holders on board to what has apparently been described as the “hall of fame of horror”. Increasingly, therefore, owners of “very important and exciting” licenses get in contact with BHVR to discuss the possibility of having their characters in the game.

    What kind of things do you have to agree on? Who decides character appearances or perks?

    Again, it’s different for each license, but the owners always have the opportunity to approve designs throughout the process. The developers explain the concepts of physical interaction, hitting and hooking survivors etc. early in the process so the license holder understands the design limitations they are working with. Some aesthetic elements, like how the killer moves, are flexible to some extent in a way that mechanical interactions are not.

    There are usually some rules governing character appearance, and some license holders are more flexible than others when it comes to the creation of new cosmetics that may not exist in the original license. This is easier for survivors than killers, who tend to have a single, iconic ‘look’ that defines them, such as Freddy’s striped sweater.

    Speaking of looks, why didn’t Quentin’s face get changed after the original actor said he was okay with the game using his likeness?

    It’s difficult to answer this question with regard to Quentin specifically because there are so many confidential discussions that can’t be talked about, but speaking in a more general sense, the rights to a character, their face and their likeness are all separate, and not always owned by the same people. Every license is different in this regard, so in some cases (Laurie Strode, for example) the license holder the developers are in contact with may have the rights to the characters but not to the actors’ likenesses, so the developers may be allowed to create a face that fits the character or is “reminiscent” of the original, but not to recreate the face of the actor who portrayed that character. Sometimes this is negotiable, or sometimes the license holder (not the actor) may own the rights to the character’s likeness (it is possible for an actor to ‘not own their own face’ in the context of them portraying someone else’s character).

    Do the license holders have any say in the characters’ mechanics or their perks?

    Some license holders, particularly with movies and especially with older movies, may not be as “savvy” when it comes to video games. In these cases, it is often enough for the developers to describe the “intention” behind how the character is being implemented in the game – what they do, how they make the player feel, etc. in a narrative sense, to reassure the license holder that the character is being represented appropriately. In other cases, the license holder may understand more or want to have more creative input, which they are welcome to do, but most of the time the design of gameplay mechanics is left largely up to the developers.

    Do licenses expire or run out, and what does that mean for players?

    Yes. Pretty much all contracts have some form of expiration built into them. The agreements between BHVR and license holders tend to have a duration, be it a long one or a shorter one that needs to be renewed regularly. It is possible that a license holder may suddenly lose the license, which can cause difficulties with the game (as in the case of Friday the 13th). If this happens, any licensing agreement the developers might have with those license holders becomes “frozen” until the case is resolved.

    How do licensed cosmetics work?

    During initial negotiations, the developers inform the license holders that they would like to include different outfits for the characters. If the character already has alternate outfits in the original license, that serves as a good starting point, but if they don’t (as in the case of the Demogorgon), the developers might work with the license holders to create acceptable cosmetics. Sometimes, the license holder may be completely opposed to this, and if that’s the case the developers have to respect that decision.

    There are a lot of players who request different cosmetics for characters, sometimes from different properties in a franchise, and it is important to understand that these licenses are all different and may not be owned by the same people, so it’s not always possible for the developers to meet those requests.

    Over time, the developers have learned the most important things that they need to ask or discuss during licensing negotiations. When discussing cosmetics, for example, they try to explain what the license holder stands to gain by allowing different outfits for the characters to be available in-game, which is something that they didn’t always talk about in the past (although when the first licenses were obtained for the game, the Store didn’t even exist yet).

    Are licensed killers or perks harder to balance? Is the approval of the license holders needed to rebalance mechanics after the chapter’s initial release?

    Whenever they make changes to licensed characters, the developers consult the license holders. Gameplay mechanics are generally owned by the developers and therefore under their control, but even so they will inform the license holders whenever something is changed just to keep them updated. Changes to things like flavour text for add-ons, however, do need to be approved by the license holders, which can sometimes cause delays in getting a patch released.

    The fact that killers are never pitted against each other in-game makes discussing gameplay mechanics with license holders easier, since the developers are free to create unique powers without having to negotiate their relative strength in relation to other characters with the license holders – either by promising that a particular character will be the strongest in the game or telling the license holder that the character is terrible as grounds for a buff.

    When a new chapter is being developed, is there ongoing communication with the license holders? How does that work?

    At the beginning of the process, before production actually starts, there is a lot of discussion going on. Typically, a few of the designers and artists might sit down with the license holders to look at any reference images they may have available to help recreate the character’s original appearance and exchange ideas about how the character might be implemented into the game. This discussion is important not only for development but for establishing trust with the license holders moving forward.

    Why was _____ not added to the game? Does spamming the developers on social media help to make this happen?

    As much as they would like to say “No, stop doing it!” the truth is it does help sometimes, because it can help to generate interest and awareness of the game with the license holders. So it might have a positive impact in some cases. That being said, spam isn’t really useful. Any horror character, or even horror-related character, that fans of the game may want to see introduced, has definitely been discussed internally by the developers at some point, even very obscure stuff that not everyone may have heard of. And if someone on their social media mentions something strange that they haven’t heard of, they look it up and check it out.

    The thing to be aware of is that Dead by Daylight only gets about four chapters a year, half of which they try to ensure are original, leaving a maximum of two licensed chapters per year, so adding “fifty different licenses” isn’t something they are able or willing to do, meaning that they have to pick and choose. There are still some great licenses that they want to bring to the game in the future, but when that happens they want it to be a surprise for the players, the way that Silent Hill was.

    Why did you nerf Pyramid Head’s butt?

    This was already discussed in this article, but the official stance is that Pyramid Head’s butt wasn’t touched. However, his clothing was adjusted, which goes to show “the true power of clothing that fits you well”.

    Why can’t the developers give out public information during negotiations with license holders?

    Licensing negotiations tend to be quite delicate, and any outside influence from fans can cause unneeded complications. For example, the developers might publicly that they were in negotiations with license holders about bringing Garfield to Dead by Daylight, but are still unsure about whether it’s going to go through or not because discussions are still ongoing. If fans were to respond negatively, saying that they hate Garfield and don’t want him in the game, that would make negotiations with the license holders more complicated and difficult. Also, as a general rule, it’s best to keep legal conversations private before any contracts get signed.

    Most importantly, if the developers were to announce an upcoming license while it was still being negotiated, and the negotiations ended up falling through and it didn’t happen, there would be a lot of disappointed players, which is why the developers tend to only announce upcoming features of any kind once they are certain that they can deliver on that promise. Plus, if it were announced in advance, there would be no place for teasers or dramatic chapter reveals which the marketing team like to do for upcoming chapters.

    If you [Mathieu Cote] were to add one chapter to the game from any license you want, what would it be?

    Mathieu gets asked this question regularly, and his answer is always the Cenobite from Hellraiser, because he thinks that the “quiet elegance” of the characters’ aesthetic would fit well in Dead by Daylight. However, there are a lot of licenses he would like to see. Leslie Nielsen’s Dracula: Dead and Loving It is another, but he doesn’t think it would be an “exact fit” for Dead by Daylight. That said, Mathieu is also a big fan of the original chapters, and mentioned that the concept for the newest one in development is “so ######### cool, it's crazy”.

    Archives and the Eternal Blight event

    with Justin Banks

    • Some of the event content this year will again be in The Archives. Last year, the story of The Blight was continued through lore entries attached to challenges in Tome I, and this year they will be doing the same thing to bring a conclusion to the story.
    • Tome challenges will spawn plants in the matches, reminiscent of the Pustula plants from the Hallowed Blight event in 2018, which survivors can interact with, while killers will be given challenges to play as The Blight. All of these challenges will unlock lore entries for “Doors Unknown”, the final chapter in the Blight “saga”. This is the first time that they have introduced a Tome challenge which spawns items in the map, and they are looking forward to what else they might be able to do with this concept in future Archives.
    • The Tome V Collection will also contain all lore entries and cinematics from the original Hallowed Blight event, as these were not previously accessible within the game in the way that the Withering Blight lore is and the Eternal Blight lore will be. This way, players can explore the entire story of the character originally known as The Alchemist, now The Blight, and his “descent into madness”.
    • There will be an event-themed outfit for David King in the paid track of The Rift, and the charms granted for completing levels in the Tome will be themed around a growing Pustula plant.
    • For the first time this year, there will not only be an event charm available as a login reward, but also three which can be obtained by keeping an eye on the game’s official social media channels.
    • The traditional Halloween event items (medkits and flashlights) will also be returning, along with new add-ons for both, and the first universal killer add-on, the Blighted Serum, which allows the killer to do a quick Blight-like dash after hooking a survivor.
    • Pustula Petal offerings will once again be playable to spawn event-themed generators and hooks, which can be interacted with for bonus bloodpoints.
    • In the past, they have had event-themed Halloween lobbies, but since The Blight’s themed lobby was already drawing on the Blight event aesthetic, it will remain with the addition of pumpkins and other Halloween-themed decor.
    • There will be more ‘blighted’ outfits like those released for previous Halloween events, but these will be revealed at a later date.

    All of this will be coming with the Halloween event later in the month.

    I was surprised the licensing part was over 30 minutes but we know nothing. We only learned about the process. Mathieu Cote should be a lawyer he dodges questions like one lol

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1674873#Comment_1674873

    Sadly no. There are people who don't give a damn about rank, but do about those skulls at the endscreen and frankly don't care about concepts like "community health" or "people wanting to play again because you weren't a total d*ck to them". I have a special type of hatred for those people.

    Dbd is like ow in the sense rank means nothing because red ranks are usually the most toxic players instead of rewarding how toxic you can be maybe they should reward how innovative a killer/survivor can be

  • We need to stop nerfing useless perks. Undying isn't even hardly used. There's only one perk that needs to be nerfed NOED

  • Imo nurse isnt a skilled killer neither is spirit. Nurse may be supposedly the best player in the game but I don't think she is. There is counter play to nurse. The most skilled killer to me is probably going to surprise a lot of people but I think it's legion just hear me out on this because legion power pretty much does nothing but make everyone mend you have to decide when to use it and when it's better to m1. Sure legion could use a tweak to it's power but that's where the skill part comes in you have to be very skilled at killer to even get a 4k with him. But it's the opposite with nurse and spirit all you need to do is learn how to master them but that doesn't involve skill

  • @EntitledMyersMain said:

    SURVIVOR:

    Overrated:

    Literally every exhaustion perk. I know they're good, but a lot of people make it seem like you literally can't win without it. That's just not the case.

    UNDERRATED:

    Deja Vu. My friend brought it and said he'd lose the match and guess what he did

    But in all seriousness I think Bond is underrated. I think a lot of people know it's good but I can count times I've seen it used on one hand and I don't get why.

    KILLER:

    Overrated:

    NOED. This perk isn't overpowered at all, yet survivors still constantly complain about it. It's just...not as good as everyone thinks. Nobody needs to bring NOED to win.

    UNDERRATED:

    Surveillance: I have a lot I think are underrated. But Surveillance is by far the most so. Especially because Undying and Ruin are meta now, Surv lets you see exactly when survivors are on a generator. It's really effective!

    I completely disagree with you on noed. I've been in games and seen games where a killer has noed and it got them a 4k. Noed isn't a good perk by any means it's just a crutch for bad killers who can't get sacrifices any other way. Sure you can cleanse totems but every map since Hawkins totem spots are almost impossible to find without a map. So if you get a good totem spot for your last totem the survivors are pretty much screwed

  • @Godot said:

    What I did this Tome is I played constantly until I finished all challenges in a level, waited for the next level to come out, repeated this process up until I got to level 69, all while I haven't even completed ALL of the Level 4 challenges (I still have one left, to this day). Then, once I reached Level 70 through simply playing, I bought Auric Cells and bought the Rift, because I had reached it's max level.

    The Rift doesn't give a progress boost if you buy the Rift pass beforehand, kind of like other Battle Passes do in other games. You progress regularly (which is kinda sad, but it's true and it's also somewhat better). Buying the pass beforehand means you're going to have to force yourself to play, which is seriously sad.

    Trust me, it's better this way, rather than to sulk about not being able to reach Level 70 before the Rift ended.

    I've never personally had trouble reaching level 70 on the rift, but that's just me so it doesn't really matter if I buy it right away or not for me. Next rift I'm not so sure about because I'm not good with Billy and I haven't even touched blight since he was released.

  • @xGodSendDeath said:

    Why would people complain about Clown, he's a fun killer! He's not Pyramid Head, Spirit or Freddy!!

    Don't dis my boy freddy he's the only killer I don't suck at and can have with when playing killer 😂

  • @Boss said:

    So, thanks to another discussion on here, i got to thinking about why Survivor BP is generally less than Killer BP.

    And there's probably more to it than what i'm about to show you, but it contributes.

    Survivors are the Killer's primary goal, as they have to die in order for the trial to end from the Killer's actions.

    Sacrifice is literally the goal, you can also kill them by only doing bleed-outs, but that just actively hurts the BP gain for a much slower reason.

    Hunting is barely avoidable, only some Killer Powers can avoid this, like Hunting Hatchets & Bear Traps, finding and chasing your primary goal will just happen.

    Brutality is for dealing damage to the Survivors and to make chasing easier (Destroying barricades.), it's synonymous with going for your primary goal.

    Deviousness is probably the most avoidable of the 4, but you gotta be a pure main-weapon Killer, and even then you could earn BP in here, like Bleeding BP, or No One Escaped BP.

    For Survivor, Objectives is of course the main thing, and you'll more than likely make good BP in here.

    Thing is, it could also not happen, for various reasons: You're forced into chases mostly, you're wanting to be chased, you're not forced into many chases but the others are quickly repairing everything, etc.

    Survival, ahh, the joker: The 5k from surviving is really what makes or breaks this category, which makes sense since surviving is the primary goal. (You're free to make your own goals in the trial, but what gets you to the scoreboard from your own actions is escaping.)

    Altruism: Optional.

    Yeah, despite it being such a good thing for the 4 Survivors, you can actively not help eachother, and we are already seeing that in the small form of the "Adrenaline, so no healing" strategy.

    Now i know, there's a time and a place to heal, but that still means you're not going to score in this category.

    Boldness is actually not that hard to score low in, all that requires is 1 or 2 very good fellow Survivors, and you being a stealthy type.

    Whether it's your style or not, again, this category can be scored in pretty low and still be successful in escaping.

    There might be things incorrect or put in a wrong way, i'll let you point those out, and correct them if necessary.

    But my point with all this?

    Killers' scoring categories are intertwined moreso with their primary goal than Survivors' scoring categories are.

    Now what i don't want to see is even more incentive to just go for Generators than anything else.

    And...Well, frankly i don't have any idea on how to help this.

    But isn't it logical that they earn less if they have to do that much less for their primary goal than the Killer?

    Optional objectives exist, like Totems, Chests, certain Killer Powers (Lightburn a Wraith, disable Bear Traps, break free from Deathslinger, etc.)

    But the first 2 are very limited, and you might not get the chance to get points from the Killer Power, or it might not even be such a Killer Power, like Shape's Evil Within, or Hillbilly's Chainsaw.

    I'm not sure what else to say, not good at finishing discussions properly either.

    Your opinion on this piece i wrote, and on the subject itself?

    I've noticed as killer you could have everyone escape not hook anyone, get an entity displeased and still get 20-25k or more BP as killer. You could max in 1 or 2 categories as survivor and max you get is 16-20k. I've had matches where I've memed around and just had the killer chase me around the killer shack all game and I got more bp then I got from actually playing the game normally. I just find it ridiculous that killers don't have to do hardly anything to get 20k or more BP but as survivor you're punished if you solely do gens or help survivors but get rewarded for basically just doing nothing

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645875#Comment_1645875

    ???? That's literally why they're changing it. They're changing it in a way that will encourage survivors to heal before doing generators. They'll probably change the values so that healing and then repairing is much more time effective than it is to repair then heal.

    Even if everyone is injured and it's at t3 there's barely any noticeable difference in the gen speed

  • @indieeden7 said:

    Bloody hell, the changes haven't even been tested on PTB yet, can't you wait until then to complain?

    People only complain thano isn't even used that often and why would you heal when you can just power through the gen. I've never seen these 2 perks ever win a game

  • @OmegaXII said:

    Well, shouldn't killer be rewarded for more if he is capable of downing people fast? Isn't that survivor's fault for getting downed within the duration of pop? Isn't it the same as DS, where killers are punished for being too good?

    Not to mention there isn't always a gen nearby that has some progress to be regressed.

    I honestly don't understand the reason behind it.

    It's not even a nerf its 15 seconds less than it is now and 15 seconds more than when it came out so the just split the difference. If you can't regress a gen in 45 seconds which isn't hard unless it's in the corner of the map across from you it wouldn't matter anyway you would never be able to get there before they popped it anyway

  • @Mekochi said:

    Seriously, yesterday had two people D/C on first down though I ran the killer for 3 gens, and today had 2 people D/C when they saw Huntress had Iri Head

    I had someone DC today and it cost me iridescent devout. I'm saying this as a survivor main too they need to add a mechanic in the game if a DC happens you get all the points you would have gotten for that 1 survivor and 3 hook states and a sacrifice and on the survivor side if someone DC's before the first gen is popped, take 1 gen off like they did when you used to get 3 man lobbies

  • @PigMainClaudette said:

    One thing that it feels like every killer on the forums is complaining about at some point is to do with generator speed and how quickly they are completed. Now granted, 2 survs on a generator with a Prove Thyself and a BNP Toolkit can be pretty quick, but that's not what I want to focus on with this thread.

    What I instead want to focus on is an observation that I've had with a LOT of DbD content creators and their killer games. I've noticed a disturbing lack in kicked generators in their games, especially when compared to my own play. I see then walk right by generators that are mostly complete and I internally scream "KICK the DAMN GENERATOR." But this got me thinking, is it the fact that killers aren't kicking generators outside of Pop Goes the Weasel in general? Or the fact that regression takes so long to have a noticeable effect on a generator?

    Even the reworked Hex: Ruin, reworked not nerfed, gives a fantastic regression to survivors for ditching a generator, but even then it's only at half the rate that they fix the thing with. Now granted that you can keep survivors, especially twitchy solo players, off a generator for a good, long while. The issue is though that damaging a generator currently gives you a quarter of the survivor's progress per second and can be completely cancelled by a small tap. The character model doesn't even have to TOUCH the generator to cancel this!

    Now it may just be because I'm a very special type of killer who also runs Surveillance and hasn't pushed into red ranks for several reasons, but I personally find kicking generators to be fairly effective at stalling out survivors. Not so much against better teams, but against the average assortment of solo players, I find it brutal.

    Question is then is this: is it time that the regression speed of a generator be increased slightly and make it more enticing for a killer to damage a generator? Killers need to apply pressure, so what better way than depriving a Survivor team of their objective!

    Now, I'm not at all saying something like a 50% increase, as Ruin would now be faster at regressing than a Survivor just working on a generator, and let's be honest, for a lot of people generators feel too slow on the Survivor's side but quick on the killer's and that maybe just changing something that people already don't like isn't the way to go. Buffs, not nerfs. I'm thinking more along the lines of a 10% increase, 20% at most as anything further may be a bit too far and how some killers can traverse the map in mere seconds.

    So, who's up for more interactivity between sides? Killers kick generators more and the game gets back some of the tactical element! This should also slow down games so that more people can play the killers they WANT to play, rather than just sheer bandwagoning onto whatever's the strongest killer that takes the least amount of effort to learn.

    I'll see you in the fog.

    I don't know I've had 2 survivors out of play and survivors can still pop gens because it's impossible to pressure all 4 at once, and the whole if you get rid of one it cuts their survival chance I don't believe if there's 5 gens then yeah it would but if there's 3 or less getting rid of one does nothing. Yeah I've noticed gens go faster if more than one person is on the gen but I know if gen speed is the problem, I feel the good killers you can always get 4ks do that because they know how to pressure survivors and gens. But I also feel certain maps that have gens spread far apart from each other hurts the killer because you can teleport, phase, blink, chainsaw or frenzy you pretty much have to give up a certain percentage of the map

  • @MrLimonka said:

    https://forum.deadbydaylight.com/discussion/comment/1628392#Comment_1628392

    Oh, right. Forgot about that xd

    But most hook saves are rather quick in red ranks anyway. And as long as a survivor is on a hook, you have a lot of pressure as killer, so no real downsides there

    Yeah but unless you go back to the hook there's no way unless it's multiple of the same character to get DS to hurt you, when I played it for that escape as the obsession challenge my timer would run out 75% of the time. Unless the killer somehow forgot he hooked you there's no real way for DS to work unless the killer does tunnel you. A lot of people say it's meta I disagree usually the people I see run DS are the ones that cause the killer to tunnel in the first place

  • @behave_pt said:

    I really wish before people made posts like this that they'd at least play killer for like a whole week. Everything survivors complain about they'll end up doing when they play killer. This is inevitable and the worst part is you wont even realize it. Also everyone has a different experience do not judge certain roles or even the game as a whole on yours alone.

    Yeah because the devs allow the toxicity in this game to go unchecked. I love dbd but in a lot of games teabagging is a banable offense because it's considered unsportsmanlike conduct. I feel if dbd actually punished toxic players instead of allowed it to happen you wouldn't have the long queue times. I've known and played with people who just love to bully the killer. My solution is to get rid of players who are toxic and stop saying camping and tunneling is a legitimate strategy yeah 25% of the time it works but 75% of the time it doesn't work and you lose the game

  • I don't run unbreakable because 95% of the time I'm never slugged, slugging does sometimes work but not always because unless the killer has third seal or knockout you pretty much are going to be picked up by a teammate a least a few times a game

  • @Justalittlepeeck said:

    If you don't like when killers bring strong perks, addons, mories or play "scummy" (aka effeciently) and want them not to do such things for whatever reason (mainly because you lose ability to have fun in such match), then please bother not to bring in strong perks, strong items and not rush gens/hold matches hostage by stealthing and so on.

    If you aren't ready to change your playstyle and not to use things the killer may deem unfun, don't expect or demand the killer to change their playstyle or not to use the things you may deem unfun.

    And if you just cannot have fun without using things that other side hates, then why do you think they can have fun without using things that you hate?

    Im a survivor main and Everytime I do play killer I get the same toxic survivors, if you get rid of the toxicity in this game, I'm pretty sure a lot less killers would be toxic if you play toxic as survivor then I'll give it right back to you. You're objective in the game is to do gens not bully the killer there's no need for the constant teabagging, flashlights clicking, noise spamming, pointing etc just play the game and for the dcers you DC immediately after they're downed just quit the game we have no need for you, you're only hurting yourself and your teammates not the killer

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1594514#Comment_1594514

    https://forum.deadbydaylight.com/en/discussion/comment/1594524#Comment_1594524

    Why do forum killers always focus on bloody keys? They're harder to pull off than a mori, and WAY less common. Not to mention more expensive over all and on the side that has tremendously less BP gain!

    Look, I'm going off a combination of what I've A) heard from others and B) logically deduced by trying to think like an employee of bHVR. If I can come to that conclusion in all of 10 seconds, then it can't be that hard to understand. Item switching is a scummy tactic, but then again both sides have their fair share. If I am honest though, the survivor ones are usually more predictable because items can be seen.

    Because they need a reason to complain why they did bad in a game. Keys aren't even used that often and they're not as people say they are if there's no hatch to open keys are useless. I run into more survivors that are toxic or use flashlights then survivors who use keys because keys aren't that common if you're lucky you'll get 3 keys within 30 bloodwebs

  • @Mikeasaurus said:

    Why is that every 'I hate this Cross-Play' argument always contains the words PC and Hacker together? People act like Hackers are rampant all over the game and I can guarantee it's because you only really see them on content creators streams or videos. Console players, please for the love of god, stop freaking out thinking every match will be a hackfest, because it really isn't. I'm on PS4 and even I know that PC isn't as bad for hacking as it's made to be. Hell, there are hackers on PS4 and Xbox just as much as PC so no platform is immune.

    Hackers exist everywhere there's an Internet connection. I actually like crossplay as a survivor but no much killer because I'm so bad at killer. But this game does need crossplay just like they need to get rid of toxicity

  • @Siberia said:

    I’m a rank 1 PS4 survivor & have fun with difficult, close matches. But bruh after crossplay I’ve been getting absolutely wrecked by nurses LOL.

    The problem is PC nurses have an advantage because they can use mouse and keyboard and we can't so playing nurse, huntress, hillbilly is almost impossible

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1529665#Comment_1529665

    I mean, maybe DBD isn't your type of game if you don't think the stuff you get is so great. Even more, if you don't think the battlepass rewards are good, why are you complaining? Just don't do the rift lol

    The rift isn't for everyone it's for the hardcore dbd fans that play thousands of hours and need something to do so they don't get burned out. The rift or any battle pass isn't made for casual players otherwise there wouldn't be a grind to it. I feel people just complain to complain if they don't like the rift don't participate in it. It's not mandatory to play the game

  • @NuKeD said:

    2 matches in a row with 4 guys downed and they keep getting up as soon as i grab somebody. do you wanna know the result? 0/4 and entity displeased with "gg ez" in chat.

    seriously, what's the purpose on using these crutch perks for survivors? i'm titled as hell right now. 2 sweaty survivor teams with this ugly perk and two times i get genrushed and teabagged at the exit because people can't accept their defeat so they need these "second chance" perks.

    Dude stop being a whiny killer main. You're not entitled to a 4k unbreakable was made because of killers that slug like you. If you don't slug no unbreakable problem solved

  • @Slashstreetboy said:

    Hi there

    Since the MMR update I´ve seen an increasing number of survivor players using OoO. This Perk is the single thing I hate the most in DBD, without a doubt. It gives constant info to the survivor(s) about who/where the killer is and what the killer is doing.

    Let´s be honest here, the perk propably is not run by solo survivors very often. So all the information gained by the object user is usually relayed to the rest of the team on top of that (ofc there are exceptions, like swf teams smaller than 4).

    This ability is VERY strong by itself, and borderline insane on a full team. Object users force killers like trapper to play M1 Killer without a power...and by now I assume most people know how that turns out unless the Killer TREMENDOUSLY outskills all the survivors in the trial.

    Despite being incredibly strong the "downside" is very miniscule. If the survivor is spying on the killer from an unsafe zone the survivor will have ample time to get to a better spot before the killer can reach then. If the survivor is spying on the killer from a safe zone, there´s nothing to fear anyways.

    Undetectable does sometimes help in rare scenarios since while it won´t show the killer´s aura , the perk icon will still light up to confirm that the killer is in the direction the survivor is facing.

    The only saving grace is that not every single match is against object teams, and multiple objects are even rarer (like 15-20% of my games have multiple OoO).

    I wonder if there are any plans to balance this perk to a more reasonable level. As of right now it´s incredibly frustrating to deal with it since I play neither Nurse nor Spirit, the two Killers I feel can deal appropriately with Objects. And I also don´t wanna bring equalizers in the form of Ebony Moris every game ( I use them very rarely) when there´s nothing to indicate someone uses Object.

    I´ve seen many suggestions on how it should be changed. Here are my suggestions. Either:

    a) Make it truly a double edged sword. Keep it as it is, but the survivors aura will now be shown to the Killer when looking in their general direction as well or

    b) After actively using OoO for (x) seconds, the user becomes exposed until downed. After using the perk for (y) seconds the user can now be Moried.

    Can someone from the Dev team please give some insight on whether there are plans to balance OoO or whether we will just have to suck it up while playing killer?

    Just my personal opinion object is bad perk not in that it's not good but bad as in only people who like to mess with the killer run it, me personally I rather run spine chill it's 100x better at knowing a killer is coming without them knowing you know. Also object is so poorly made all the survivor has to do is not look at you and you lose them

  • @slunder said:

    Killer mains tend to complain about survivor meta when they are the ones that cause it to happen in the first place. This also applies to some survivors, but mostly it is just killers that do this. This does not apply to every killer player.

    Here is what they do: they camp and tunnel a survivor to death and then, in such a way that it is impossible for that survivor to escape without decisive strike. Then, the fun build survivor that just wanted to have fun realizes that he does not stand a chance because the killers he goes against will camp and tunnel if they are losing. He used decisive strike and borrowed time, and then the killer mains ask why they get decisive strike to be used unfairly.

    But think of it: most survivors run decisive strike and borrowed time to counter tunnelers and campers, not to be a dickhead. Maybe a side effect from decisive is that the survivor that was tunneled last game ends up using DS for countering this, but he ends up using it after 59 seconds. So, this is my message: killer mains, if you ever camp or tunnel, fine, it is in the game, but stop bitching when you realize survivors are using counter perks. Survivors do not want to lose instantly without being able to do anything, which is why they run the perk. I, myself, used to avoid meta perks, but really, after getting those free wins strats killers, I decided to switch to use borrowed or decisive.

    If you do not tunnel or camp, then you complaints are legit and you deserve to argue. However, if you are a killer main that tunnels and then cry about survivors using counter-play, then you are just entitled to your victory.

    ****This post can also be applied to survivors that are t-bagging and stuff like that and then complain about camping, but they are more rare, so yea.****

    I feel both sides are to blame really tbagging flash clicking toxic swf give survivors a bad name while camping and tunneling killers give legitimate killers a bad name. Tunneling and camping may be legitimate strategies but not always good killers. Don't need to Camp or tunnel they can get 4ks without trying and as a survivor main who does play killer those type of survivors aren't good they're bullying killers that aren't as good as them. If the devs really want to balance the game so it's fair for everyone they should start banning toxic players, because toxicity feeds into toxicity and the more they let it fester and grow the toxicity will be 1 million times worst than league or any other online multiplayer game

  • I completely disagree with him even without mmr you still get rank 1 at rank 20 and rank 20 at rank 1. The mmr might not be working but it's not the problem the problem is there's influx of survivors and no killers because this community is one the most toxic outside of league

  • @DietDrBass said:

    Too late, I had zero items on my killer and had people crouch spam taunting me for about 5 games in a row

    Toxic community is toxic.

    People who do that usually are the ones that DC that's why I've said for months now teabagging needs to be banned it's doesn't mean anything. It doesn't mean your good. And people wonder why the queue times are so long because who wants to play killer when you have toxic survivors. Imo I feel dbd would be a much better game if toxicity was taken out of the game, but until then I warn you queue times are going to be long as hell. Until playing killer is fun nobody is going to do it except the already established killer mains

  • @NateyBoi said:

    Welcome to my series where I ask if things would be a good addition to DBD!

    today I am asking if Medusa would be a good addition to DBD?

    Probably as a legendary cosmetic for hag or plague but highly doubtful that they would put her or any other legends in the game since there's no way to make a mechanic to duplicate her powers

  • @Kumnut768 said:

    people dont want them removed just reworked so they do the intended purpose

    no one wants ds to be removed people want it solidified as an anti tunneling perk

    and noeds fine honestly it will only get you like one extra down anyway

    The problem is DS is a pro tunneling perk, I see a lot of killers just eat it or slug killers aren't scared by DS and noed in itself rewards bad gameplay as killer. If you're going to make DS an anti tunneling perk it needs to do something more than just stun the killer. it's not really a viable perk even though people say it's meta. I feel DS could be so much better if it actually punished tunneling more. And as for noed, my solution is make it token/hook based like devour, noed is the strongest end game perk for bad killers and good killers but the fact that you can go afk the whole game down someone and have it spiral into a 3 or 4k when it shouldn't tells me that it needs a rework to how it works

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1493769#Comment_1493769

    I don't even think a Nurse or Spirit could beat those toolboxes with BNPs. Three Prove Thyself and FOUR Streetwise on a Coldwind. Those gens never stood a chance

    Prove thyself doesn't stack so if 3 people have it they wasted a perk slot, it's not a bad perk but it has too much need for having multiple people on a gen to even make it work which in theory makes it useless. Toolboxes are crap and so are BNP toolboxes don't even last a gen anymore

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1495311#Comment_1495311

    "All it takes on an M1 killer to turn them mostly unloopable is enduring and bamboozle. I feel like if you are going into red rank matches with a a low mobility killer, so you have to commit to chases, you should be confident in your mindgames/anti-looping or be running some chase perks. It's entirely your own fault for running around with 3-4x slowdown perks and not enough chase power to actually get the downs to use them."

    No, Enduring and Bamboozle doesn't make you unloopable at all. As soon as they know you have Enduring they will drop pallets slightly early. You are greatly over valuing how good the games chase perks are.

    "I think wraith is miles better than ghostface once you get into green add-ons and above. If you are considering the "best" ghostface build of just chewed pens, then you should be considering some of the best wraith add-ons as well. They both get a free hit at generators, and then are exactly the same chase-wise after that. But wraith can get great mobility, free sloppy butcher, aura reading, silent bell, etc; and has no cooldown on his power. He can bounce between survivors applying sloppy butcher much, much faster than ghostface."

    I'm basing on no addons.Wraith doesn't get nearly as many free hits at generators as Ghostface does. You can't stack all those addons at once and you're mentioning an ultra rare..lol. Ghostface is also better in chase because of his size and crouching at loops.

    "PH, Plague, Doctor, and Bubba all have very strong chase potential to get their map pressure. It's up to the killer to be good enough with them to get downs fast enough to apply it."

    Their better chase isn't good enough to make up for their lack of map pressure. Your statement here summarizes into a "just pressure the gens". If you play killer at rank 1 regularly you would know how exaggerating you're being here. Against average survivors sure, but against good survivors it is not playing out that way.

    Also, Plague does not have good chase even remotely. She is quite literally THE worst chase. Tallest and most loopable killer in the game.

    Ghostface isn't a bad killer it's just he has be very stealthy to get 4ks he's low B tier with good perks but his map pressure is crap compared to killers like wraith hillbilly nurse spirit Freddy even doctor has better map pressure. But that build is crap STBFL and Pop are complete opportunities Pop you need to hook people so using save the best for last with it and leaving chases is counterproductive. Just me I would have run ruin, surveillance or corrupt instead of STBFL

  • @Hallowgeek said:

    I understand the concept of tunnelling and how it can make a game easier, it’s just not something I’d personally do. But I play both sides and I know how annoying it is to be tunnelled. I can win without tunnelling, so I don’t see any reason for me to do it, other than to be a dick.

    Being able to 4K without resorting to any ‘scummy’ tactics are the most rewarding games for me.

    Tunneling doesn't ensure you a 4k though if you know a killer has tunnel vision you're just going to work on gens it's like camping sure it gets 1survivor out of the game but by the time you hook that person you tunneled to death 2 or 3 times there's probably 3 gens done

  • @Splinterverse said:

    I'm so sick and tired of Sprint Burst users are all ranks just walking nonchalantly every where to save up that Sprint Burst. You are wasting all of our time. You could pick that person up off the ground, you could get to that gen faster, you could get to the hook before the killer returns, etc. Just run Lithe or something else instead.

    Even people that 99 it are annoying because half the time they're trying to 99 it to save themselves instead of helping the team.

    Just run or take it off already.

    EDIT TO ADD: I'm saying this as a survivor player, not a killer. It hurts the team. And I should add I see this behavior at all ranks.

    If you use it you're exhausted and you can't get it back if you're exhausted and it takes 40 seconds of not running to get that perk back so what you're saying is illogical and won't ever work

  • @Flyguy115 said:

    its honestly all up to the survivors , dont feed Michael and you're good. if you realize that hes taking forever to get tier 3 start pumping out those gens ! most of the time(if the survivors arent potatoes) their will be 2 or 1 gen left when he pops tier 3.

    I also feel like it's fine because we have several insta down killers that dont have to stalk for their ability .

    The amount of time it takes to get to tier 3 balances it out. Unlike ghostface who can stalk and instadown forever if he exposes them you only have a certain amount of stalk in each survivor so it takes at least 2-3 survivors to get to t3 if not all 4 of them. If you're lucky you get but if you have survivors who know what they're doing won't allow you to stalk them for long enough to even get to t3

  • I think it varies game to game, one game gens can be popping one after the other but in other games you can be 5 gen and everyone dies is less than 10 minutes it's all RNG really. Do the survivors all spawn together? Is the map a good killer or survivor map? Is it a swf or solo queuers? Are they good or bad? Did they bring items? What perks are they running? All the questions and how they're answered decides how your game is going to go in the end.

  • @Kebek said:

    The buff was a nice change and it makes me enjoy Clown far more but his overall weaknesses still aren't adressed.

    Probably next midchapter or chapter 17 depends on how long it takes for the devs to get everything they want to add or change they basically already said multiple times they're looking into him this was just a quick fix for the time being

  • Here's what I try to a tier a day it's hard but not impossible and the exp is misleading if you grind the game enough you'll eventually yet there i think before tome 4 came out I think I was around 45-55 range not exactly sure but I'm now at 62-64 range and I still have 3 survivor challenges 2 of both survivor or killer and all of the killer challenges left and last rift I finished the rift about a day before tome 4 even came out I think it depends on your play style too some people can't complete it because of the way they play not how long they play I don't play that much make a few hours a day and I can still get to tier 70 pretty easily and I'm definitely not the greatest dbd player in the game

  • @bumcheeks1 said:

    https://youtu.be/0eXuZ4mnOOY

    After the Meg gets unhooked, every survivor gets chased and downed, and one of them is hooked. 59 seconds later, DS still hits. How is this still considered an anti-tunnel perk?

    DS is not anti tunneling it's pro slugging, people say it's meta I disagree I believe it's a solid b teir perk because if it's end game you can leave without consequences but if its start or middle of the game it's pretty much useless if you DS a killer and there's still 5 or 4 gens up you wasted your perk sure it gives a second chance but it doesn't stop tunneling and never will since that's the play style devs want I feel the new killer pyramidhead proves that because I've never met a pyramidhead that doesn't tunnel you

  • @lucid4444 said:

    "Survivors are matched to a Killer as close to their rank as possible. If the Survivor is playing with a group, the highest ranked Survivor’s rank will be used for matchmaking purposes. (e.g. If a rank 1 and rank 10 Survivor are playing together, the game will search for a rank 1 Killer.) If a match of the same rank is not available, the system will gradually expand the acceptable range until it finds a match. This has a hard limit of 6 ranks above or below your rank. "

    To be honest, I'm starting to think that this system ACTUALLY WORKS, however they inputted the highest rank as the highest integer, as opposed to the highest rank. So if 3 rank 1s and 1 rank 20 find a match, it'll find a killer between rank 20-14, instead of finding a killer between rank 1-6

    I've been laughing to myself so hard thinking that if this is true, it would be one of the biggest blunders I can think of in gaming.

    Don't think it's a blunder I think they said they did that but never actually did because no matter your rank you only get purple and red ranks. I think more people would play this game as killer if you get rid of the toxic behavior on both sides. In every other game teabagging is unsportsmanlike conduct but not in dbd makes no sense

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