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Quick Gameplay Thoughts: July 4

RiotMeddler··1 votes·80,596 views

Hi folks,

Usual Disclaimers

These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get put delayed or even stopped. If you'd like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler


Icons collection page

It got a little bit overshadowed by other stuff going on at the time, so for anyone who missed it, there's now an icons collection page in the client. It includes information about how you unlocked an icon, what proportion of icons for each category you have (e.g. Harrowing or Game modes) and rarity values for icons (e.g. Ultimate for things like the Dominion 100+ games icon or top 500 in LoL Beta).

8.13 anti snowball changes

We've been digging into the effects of the 8.13 anti snowball changes and have seen a pretty decent reduction in early game snowball following them. Still a bit elevated, so not quite down to what's been standard historically standard yet, quite a bit better though thankfully. Likely we'll have some further smaller tweaks to reduce early game snowball at some point, any solutions that are really disruptive would wait until preseason though.

8.13b mini patch

At time of writing 8.13b (mini patch around halfway through the 8.13 three week cycle) is being finalized and should get patched out shortly. You've probably seen patch notes for it already, TLDR if not though is buffs to Stormrazor, Brawler's Gloves, Varus, Trist and Caitlyn, plus nerfs to Nocturne and Taliyah. We're using this mini patch to address things that we've changelists ready for that are clear enough issues they shouldn't have to wait until 8.14 itself. Goal with the marksmen side of things is to help the marksmen in the worst states, still with a goal of getting them all back to reasonable spots without pushing non marksmen entirely out of bot lane.

Fizz

Latest W changes for Fizz have been testing pretty well in terms of how the pattern plays and how the ability feels. Still working on final numbers, so those might or might not change. Likely, given 8.13-8.14 is a three week period, that we'll be able to get them into 8.14 as a result. We'd originally expected it to take a bit longer, but fairly optimistic at this point they'll be ready soon.

http://ddragon.leagueoflegends.com/cdn/6.24.1/img/champion/Ziggs.png

251 Comments

Gankr33 votes

Sorry about the wall of text, I have a lot to say on this issue and would really appreciate a response.

Gankr here, former Master tier Zac top/jungle main before the rework. Myself, along with many other former Zac mains have been extremely disappointed with the rework and the lack of communication about it. Back when the rework was taking place, we had Riot Shrieve talking to us on the subreddit ( https://www.reddit.com/r/thesecretweapon ) about the changes, but since then we have had nothing. Zac used to have much more versatility as a top laner as well as a jungler with different build paths depending on your play-style.

His Ult: One of the biggest complaints in the Zac mains community is that his new ultimate feels terrible to use, especially compared to the old one. It does no damage and is completely one dimensional. It either picks people up or it doesn't. The old ult actually required skill the maneuver yourself around in a teamfight to knock people in the direction that benefited the team. When his rework was announced, his ult was called a "chaotic wukong ultimate" which makes 0 sense to me. It is only chaotic if you use it like a Wukong ultimate. It is like saying Oriana R is a chaotic Diana E. If you use the Oriana R like an idiot, then that may be true, but if you actually know what you are doing it is more skilled version of a Diana E. It is the same thing with Old Zac R and Wukong R. His E also had it's knock up duration changed to scale with charge time because of this, which is a pretty large nerf, which I will get into later. Not only is this ult less reliable, and less satisfying, but the ability Zac was known for got nerfed to make room for it.

Top Lane: Top lane Zac was a decently popular pick, even though it wasn't the strongest. It had a lot of counter play, but also had a lot of outplay potential. In this lane, you used to max Q in order to poke through minions and clear waves. The low cooldown and the surprisingly high damage made it core to this champion. Without this ability, it basically single-handedly destroyed Zac top. Another thing that killed Zac top is the E changes. His E used to be a 1 second knockup at all times which allowed for usage point blank. Without that his ability to duel or escape is much worse. The final problem with Toplane Zac is that his ult is pretty much useless in this lane. It does about 1/4 as much damage as his old ult, assuming your opponent is bad enough to get picked up in it, and it also doesn't give you a movespeed boost to be used as an escape from a gank or bad trade.

His Damage: One final issue I'd like to bring up is that his base damage on every single ability got destroyed. This further weakens his ability to fight other champs, which is especially terrible in a meta revolving around duelist junglers. Zac cannot be expected to exist in a meta where he needs to either fight off champions, or clear well, because right now he doesn't do either better than meta junglers.

If you want an even more in-depth version of this, here is a post I made a year ago that goes into each ability: https://www.reddit.com/r/leagueoflegends/comments/6f27eh/im_gankr_15m_mastery_points_zac_main_master_tier/?st=jj7jd9ey&sh=ad3eb579

TheSingularity7 votes

100% agreed. I miss his old kit, his entire kit flowed together so well but now it's anticlimactic as hell when you stop to Q or R. Let's bounce was easily my favorite ult in the game and let's face it, item 3157 is the best item ever for it :D

Idk why the picked zac.... he was perfectly fine, seems like Velkoz it was change for the sake of change.

th3ch0s3n0n3s11 votes

{quoted}

Sorry about the wall of text, I have a lot to say on this issue and would really appreciate a response.

Gankr here, former Master tier Zac top/jungle main before the rework. Myself, along with many other former Zac mains have been extremely disappointed with the rework and the lack of communication about it. Back when the rework was taking place, we had Riot Shrieve talking to us on the subreddit ( https://www.reddit.com/r/thesecretweapon ) about the changes, but since then we have had nothing. Zac used to have much more versatility as a top laner as well as a jungler with different build paths depending on your play-style.

His Ult: One of the biggest complaints in the Zac mains community is that his new ultimate feels terrible to use, especially compared to the old one. It does no damage and is completely one dimensional. It either picks people up or it doesn't. The old ult actually required skill the maneuver yourself around in a teamfight to knock people in the direction that benefited the team. When his rework was announced, his ult was called a "chaotic wukong ultimate" which makes 0 sense to me. It is only chaotic if you use it like a Wukong ultimate. It is like saying Oriana R is a chaotic Diana E. If you use the Oriana R like an idiot, then that may be true, but if you actually know what you are doing it is more skilled version of a Diana E. It is the same thing with Old Zac R and Wukong R. His E also had it's knock up duration changed to scale with charge time because of this, which is a pretty large nerf, which I will get into later. Not only is this ult less reliable, and less satisfying, but the ability Zac was known for got nerfed to make room for it.

Top Lane: Top lane Zac was a decently popular pick, even though it wasn't the strongest. It had a lot of counter play, but also had a lot of outplay potential. In this lane, you used to max Q in order to poke through minions and clear waves. The low cooldown and the surprisingly high damage made it core to this champion. Without this ability, it basically single-handedly destroyed Zac top. Another thing that killed Zac top is the E changes. His E used to be a 1 second knockup at all times which allowed for usage point blank. Without that his ability to duel or escape is much worse. The final problem with Toplane Zac is that his ult is pretty much useless in this lane. It does about 1/4 as much damage as his old ult, assuming your opponent is bad enough to get picked up in it, and it also doesn't give you a movespeed boost to be used as an escape from a gank or bad trade.

His Damage: One final issue I'd like to bring up is that his base damage on every single ability got destroyed. This further weakens his ability to fight other champs, which is especially terrible in a meta revolving around duelist junglers. Zac cannot be expected to exist in a meta where he needs to either fight off champions, or clear well, because right now he doesn't do either better than meta junglers.

If you want an even more in-depth version of this, here is a post I made a year ago that goes into each ability: https://www.reddit.com/r/leagueoflegends/comments/6f27eh/im_gankr_15m_mastery_points_zac_main_master_tier/?st=jj7jd9ey&sh=ad3eb579

Another Zac main here. I used to play Zac in every role except the bot lane role. Zac's versatility with his pre-rework kit not only made him a really fun champion to play, but it also made sense with the lore. Zac is a purpose-built weapon, made of goo that can change form depending on the scenario! You could play Zac as a true tank, an AP bruiser, or if you were feeling really spicy... full AP. He could be played AP brusier or full AP mid, AP bruiser or full tank top, tank support, and all three roles in the jungler position.

I feel like this rework has failed to accomplish its goals, it has failed to satisfy the people who play him most, and it has left Zac in a state where he is unable to be balanced between Solo q and LCS - whereas pre-rework Zac was perfectly balanced in this regard. I hope you folks at Riot see reason and revert Zac.

The Pizza Bag8 votes

Zac main here, completely agree, hoping for at least some kind of communication but really REALLY miss the old ult, was very satisfying and allowed you to maneuver around a team fight to pick up blobs and actually be able to survive, allowing for more engaging gameplay

Now it feels like Zac is simply meant to just be a means of engage and that's it - even with tenacity and CDR, I can't get back to the old, rewarding feeling of surviving a team fight due to my own personal good play

KOGMIDONLY6 votes

My thoughts exactly, a full revert or a part revert would be much appreciated on behalf of the zac community, 95% voted towards a revert on our straw posts, 5% who hadn’t played the old Zac before voted against the revert.

IIIlIllIlIllIlII12 votes

What are your thoughts on the current state of Black Cleaver?

RiotMeddler7 votes

What in particular are you wondering about?

Its general functionality seems fine to me, as does who it's getting used on. Possible its numbers could do with some smaller tuning, nothing currently planned though.

IIIlIllIlIllIlII3 votes

For the champions who use it the build path sucks & it seems very underwhelming compared to trinity.

DeathBurst3 votes

To be fair, Cleaver is 700+ gold cheaper than Trinity, so even if the build-path is admittedly worse, you get to benefit from the full item much earlier, alleviating the build path issue.

Frosted Tips4 votes

Imo black cleaver feels subpar because if you are a champion that like to build black cleaver its pen passive isn't that good anymore because conqueror helps damage people with armor so black cleaver is less effective than before.

DeathBurst4 votes

Might be true, but it's not related to what I was replying to, namely the build-path issues.

mkwstar8 votes

1: The buildpath is awkward for many champions that would like to use BC, part of the problem is that Phage feels very underwhelming in comparison to other items in a similiar price range (namely Sheen for 150g less or Tiamat)

2: Conqueror and BC, both designed towards usage from bruisers, have bad synergy with each other. True damage and armor reduction do the same job in theory, but do not actually help each other.

3: Many champions which have historically used Black Cleaver are slowly going to Trinity Force instead (namely Darius, Fiora, even Garen!)

A small tip I could give is to empower the "Rage" passive and work from there. Rage was strong back in the day when mobility was less prevalent and MS was more important.

At the same time, true damage becomes more and more common in the game, so naturally the usefulness of Black Cleaver (and armor-shredding in general) becomes weaker over time.

RiotMeddler12 votes

With you on some degree of anti synergy between Conqueror and BC. Most likely outcome there is that Conqueror gets nerfed a bit, some concern it's a bit too dominant at present both as anti tank option and in terms of total power.

Queš3 votes

Please dont just nerf Conqueror,just make conversion worse(15% for example) and 45-50 ad at max level or the other way around(like 25%-30% conversion without ad or smth).Because it will straight up hurt champs like Jax who are not even domniant at all now and get constantly nerfed(Rageblade nerfs,Sterak's etc.)

Crimsonknight902 votes

{quoted}

Please dont just nerf Conqueror,just make conversion worse(15% for example) and 45-50 ad at max level or the other way around(like 25%-30% conversion without ad or smth).Because it will straight up hurt champs like Jax who are not even domniant at all now and get constantly nerfed(Rageblade nerfs,Sterak's etc.)

Yeah Conqueror isn't the problem. Tanks have just been nerfed to hard for pro play. Remember what they did to Ornn ?

gubigubi3 votes

This is from my experience on Fiora but even if you removed conq entirely from the game taking BC on Fiora really isn't worth it the vast majority of matches. The build path is horrible and even once its finished its not better than item 3078 item 3508 item 3072 or item 3812 as a second item.

BC is a boring mediocre item that doesn't feel fun build or use.

Ifneth3 votes

Thanks, Meddler! Please, just remember to compensate the champions who rely on it as a crutch. :)

IxtaliKing9 votes

Hey Meddler, could you please show this thread to whoever is working on Karma? Thanks xD

Wizard Hat5 votes

{quoted}

Hey Meddler, could you please show this thread to whoever is working on Karma? Thanks xD

Anything on Karma would be highly appreciated, it feels like nobody has known what she is supposed to be for quite a while

dasMensh2 votes

the funniest thing is that she is talking about peace while throwing Kamehameha's at the enemy adc

IxtaliKing8 votes

She says: "There is wisdom in war."

She wants: "Peace, no matter the cost."

Definitely not a pacifist: "I know your spirit, but I must stop your heart."

But is highly principled: "Never become a monster to defeat one."

She is balance: "I have seen two paths and made another between."

Ducasi9 votes

News on Lissandra ?

You said there were some changes but never followed up.

Maybe a healing passive with her cc or abilities would fit her kit and persona perfectly given she is close-to-mid range and has an ice blood queen theme !

[katarina-love]

RiotMeddler6 votes

Still planning to share some details on the passive currently in testing on Friday. It's pretty work in progress still, so not guaranteed to ship and needs polish, but interested in hearing people's reactions to it.

Otherworldz8 votes

Are the mage changes that were discussed still coming out in 8.14?

Has Riot decided on what kind of changes they want to make to certain mage champions there were left weaker post 8.9?

RiotMeddler10 votes

Changes to some mages should still be in 8.14. Expect them on the PBE late this week or early next week. Delay is due to 8.13 to 8.14 being 3 weeks instead of 2, so we're taking time early in the cycle to get some other stuff done.

We don't have details of what changes yet, unlikely to be giving them a lot of mana back though, looking to give them power that's not as wave clear heavy if possible.

Ollion8 votes

Still nothing about Irelia she has 45.34% winrate and she is even weaker on top after passive nerfs

Bladeleaf8 votes

Waiting for Karma changes on patch 8.13 8.14. https://i.imgur.com/AgKWSwm.png

Asnen7 votes

Buff Nasus , please. For the love of God.

Margarine6 votes

more Zoe nerfs coming?

Kwazimoto6 votes

Is there still the intention of giving Sion some power back? It seems like he got hit really hard post Banner of Command and you had mentioned looking at him in a previous post?

What happened to giving Karma some power back after the enchanter item nerfs?

Also, the nerfs to funneling champs feel really bad when there are still ways to do it (nerfing Taric and then people just switch to Xayah and Rakan). Will this be a wack a mole nerf game that happens until there's a systemic change and none of the champs get compensation buffs?

Kimani6 votes

When will we be seeing Irelia changes? I think you guys left her in a terrible spot.

She has no winnable match ups top lane and it sub par mid now.

Mârty6 votes

Hey Meddler,

I've been asking for years and haven't seen any real answers.

We've had a ton of nerfs to enchanters recently. Reduction of team snowballing hits support gold income especially hard, idol nerfs, shield nerfs etc.

However, I still haven't seen the most deserved Janna nerf - her passive. Providing her entire team with virtually always available 8% MS is an insane passive which skews her power level. Why is this free-stat, ridiculously powerful passive with near-zero interaction or thought process required from the player allowed in the game?

Janna received a flat 5 MS nerf earlier and balancers explained how hard 5 MS nerfs hit champions, yet her passive provides all her nearby allies with more than t1 boots of MS, for free all the time.

Can we expect see her receive a new passive and have some power restored into her active kit?

ShadowParker5 votes

With work slowing down until preseason.

Can we please get some work done on Twisted Treeline?

There are a lot of glaring problems, the gold funneling strat being even more relevant there to be precise.

7deadLeeSlnz4 votes

Anthing planned for Corki or Galio?

OmegasisX4 votes

HI Meddler,

Does adding a brief burst of movement speed & slow immunity to Garen's Q & health regen on his ult sound like something you guys feel Garen could use? I know Garen's in a decent spot right now, but I feel that he could use just a little more to get him to where he really needs to be. It would look something like this:

Q - Decisive Strike Active: Garen gains 60% movement speed & slow immunity for the first 0.75 seconds of duration. Then, he gains 30% movement speed for the remaining duration (1.5/2/2.5/3/3.5 seconds).

R - Demacian Justice Passive: Whenever Garen kills an enemy with Demacian Justice, he regenerates 15% of his maximum health (+ 5% for each other nearby enemy champion, up to 35%) over the next 5 seconds.

The "skill shot" Q would give him a better engage and a brief window to get out of AoE slow fields and such.

The health regen on R (scaling with number of nearby enemy champs) would give Garen survivability in a teamfight so he can live long enough to get out to let his passive work.

RiotMeddler7 votes

I don't think we've got any room to buff Garen right now. Would certainly be interested in adding a bit more skill expression at some point. Not confident a burst of MS on the Q would so though, given it's a pretty reliable and consistent effect. Swapping to Slow immunity, instead of cleansing slows on cast, likely makes timing of Q press more forgiving while also adding noticeable power.

ZodiacSheep7 votes

Yeah, Garen needs no buffs right now. The problem is that his villain system is just... really unfun for everyone I think. Garen hates that he has no control over who it marks, and since his target selection is so abysmal sometimes the system will mark a champion he has absolutely no chance of being able to fight. It gets flipped on his head if a split pusher on the enemy team gets marked; now, through no fault of his / her own, has a massive uphill battle to fight Garen and either has to swap to the other side lane and try to dodge the Garen or risk dying / getting dove.

If you guys have a chance to revisit Garen sometimes if you changed the villain system from a damage tool to a mobility / utility tool that'd probably be much better. If he gets movement speed + ignores unit collision whenever he's within X range of a villain he'd probably feel better, since you could buff his damage against everyone and he doesn't have to worry about "did the system say I could 1v1 this guy or not" as much. Garen vs. a villain is OP, Garen vs. a non-villain is pretty weak, so if you guys could kind of flatten that experience a bit so that he's not so caught up in a system he has no control over he'd feel better. Just my two cents for any potential work you guys might do on him in the next couple years.

riste3 votes

Hi Meddler. I'm a long time Garen player, holding 3.6 Million Champion Mastery Points, and have near 200lp Masters. I'd really like to propose some quality of life changes instead of buffs. I really agree that Garen shouldn't be buffed further, but there is a lot of QoL stuff that could be made to make playing Garen much more enjoyable.

Because of the frequency in Garen's spin being five spins at rank 1, increasing to six at level 4, I really believe Garen's spin should get a rework and changed to 10 spins automatically at rank 1, nerfing the overall damage of course early and having it scale up to the same amount at level 16. The issue with Garen's spin when noticed by veteran Garen players is that it's really unreliable to cs with. I've lost so many 1 hp minions/cannons because I'm waiting for the next spin to occur, but that cs gets taken by my very own minions. It's to the point where I encourage others not to spin over cannon minions waves for fear of missing too much CS.

Many people have brought up to give Garen the normal auto attack animation for Q when last hitting minions. I think that would be fantastic as well for cs'ing under tower, given that you agree with that, transparency wise.

If you DO rework the Villain mechanic in the future Meddler, please, please do not deny Garen the ability to convert his ultimate into True Damage vs select targets. If you were ever to remove that, exhaust would hard counter Garen once again in teamfights.

I care about a healthy future for Garen in regards to the entire playerbase, and am always available on my stream for any feedback or playtesting any future Garen changes. Just ask LeaoC to point you in the right direction. :D

Critmaster Garen3 votes

{quoted}

I don't think we've got any room to buff Garen right now. Would certainly be interested in adding a bit more skill expression at some point. Not confident a burst of MS on the Q would so though, given it's a pretty reliable and consistent effect. Swapping to Slow immunity, instead of cleansing slows on cast, likely makes timing of Q press more forgiving while also adding noticeable power.

how about adding bonus spins to judgement for building attack speed?

its not directly a buff to his overall strength, but intended to make other item builds (mainly critical strike builds) relative as effective as already existing builds.

the idea is that currently items like item 3086 are less than 100% cost effective on garen since he doesnt make use of the attack speed stat during his spin. an attack speed scaling on his spin could bring these items on par with other big ad items like item 3077 in cost effectiveness, which is currently a very viable and effective item on him.

garen had historically a very large viable item pool, and proper itemization to the situation is one of the most important and fun factors of skill expression on garen.

the idea to be able to build basically anything between a standart tanky juggernaut build, to more offensive builds with item 3078 item 3142 or even weaving critical strike items into a bruiser build is what i always liked about the champion.

since the infinity edge changes, rework of ghostblade froma crit item into an assassin item, removal of atmas impaler etc. garens effective crit builds have basically died out over time. there is simply not a viable crit option without attack speed anymore.

it would be nice if the crit build would be brought back a bit and as viable as his other current builds. especially since the ability to itemize into crit is one of the things that separate him from other juggernauts.

EmperorPengu4 votes

Hey meddler what is the teams current thoughts on zac. He feels bad in the current jungle meta because of his lack of damage.

Fisherman Fizz4 votes

Glad to hear the Fizz changes should be shipping soon!

I've posted it in the Fizz changes thread but havent seen anyone acknowledge it yet:

His DoT got changed to apply on his Q in AoE and on his ult single target. These interactions were added mainly so that Fizz could charge his W mark more easily. Without the mark these interactions seem out of place, and I think they should just be removed in exchange for small buffs to the DoT damage itself.

RiotMeddler6 votes

That seems reasonable to me, though I'm nowhere near as familiar with detailed thoughts on Fizz as others are. I'll run the idea by them, see what they think.

Fisherman Fizz3 votes

Thanks, I really appreciate it! <3

Fourth Shot IV4 votes

any news about a new sorcery keystone for AD/AP casters ?

quizotic3 votes

Given how low his winrate (44%) has tanked and all the complaints are you guys looking into tweaking Aatrox? I realize there is a learning curve with reworked champions but I don't think we've seen one drop this low in a long time.

RiotMeddler8 votes

We're starting to see Aatrox post hotfix buffs do fairly well in some circumstances. He certainly went out too weak, going to hold off on adding power to him beyond this point for a bit though, already got some caution we may have put enough (or in some respects possibly a bit too much) power in. Will see where he's at next week and assess again.

Fasmodey23 votes

His entire winrate comes from how oppressive his laning phase is. His teamfight is trash and it should be adjusted.

Make him a better in late and worse in early. It doesn't fit to archetype he has. He should be late game monster. Not someone insta loses to any adc because they can easily kit.

His late game damage is also not impressive. He deals nice to squishies yes but compare to any other juggernaut or diver, he struggles a lot to kill tanky enemies. He doesn't seem like a strong duelist IMO.

I imagine what most would want from Aatrox is "final boss, big boss, dark souls boss" gameplay.

R0T0N9 votes

^ This.

His early damage in laning phase is ridiculous, but he does not scale whatsoever, which really doesn't fit his fantasy. The rework was designed to allow him to thrive in teamfights, but he doesn't because he simply doesn't have the damage (even if you land all your sweetspots) or tankiness (due to the lack of damage and it being tied to it) to work in them. Contrary to this however, his early laning phase is likely the strongest out of every top laner in the game. He beats Quinn, Darius and Karma in lane as a melee Juggernaut, which should really tell you enough.

In addition, almost all of his damage (except for passive) is raw physical, making him terrible at fighting tanks as the game goes on, despite the fact he is supposed to be this huge final boss frontline fighter, he can mostly be ignored in teamfights.

I've found that no matter how far ahead you are, once you reach ~30 + minutes your ability to kill anything plummets to nonexistant, and while you can still serve an adequate cc / tank threat, the damage is entirely gone.

IMHO he needs substantial early game Q and passive base damage nerfs, far larger scalings on his Q (to synergise with his % AD from ult and AD from e) or alternatively increased % AD from his ult with levels, and either a passive CD that reduces with levels, or increasing the amount that ability casts / sweetspots reduce it (so that early game with low CDR passive cooldown stays roughly the same as you aren't casting abilities as much, but come late game you have far more frequent passive procs) to allow him to duel tanks with its % health damage.

Overall I absolutely adore this rework, he is so satisfying and fun to play, his kit design is fantastic and during those rare games where teamfights occur during your early game spike he 100% feels like that godly raidboss he should (and this is coming from someone who loved old Aatrox and played him a ton even before his mini-rework way back) but that happens far too rarely, and it's plain to see that his early game is overpowered (he can 1v2 most ganks at level 3 with ease).

Please, fix his power curve and this will easily be my favourite rework you have ever done.

chipndip12 votes

Question: Why do you use specifically Ziggs for these posts?

RiotMeddler13 votes

I still miss the days when we had forum avatars and wanted to get a little bit of that feel back, even if it's a slightly awkward way of doing so. Ziggs was the one I used back in the day too. He's the first champion I got to handle the design on myself so I've got a real soft spot for him.

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