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[Patch 5.7] More Executes General Discussion

Forum Index > LoL General
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NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
Last Edited: 2015-04-07 21:23:18
April 07 2015 21:18 GMT
#1
Welcome to the Patch General Discussion thread for the League of Legends subforum. This thread is for discussion around League of Legends and the most recent patch. Free feel to talk about anything LoL related here that does not already have its own thread. While posting standards tend to be rather lax in this thread, pointless spam will not be tolerated.

Off-topic dicsussion should go in the Off-topic Discussion Thread.

Certain topics are blacklisted from LoL General Discussion and they include:
  • "Elo hell"
  • The Tribunal
  • Bans, either from TL.net or LoL
  • "What is a tank" (and other vague monikers)
  • Unjustified game theory

Additionally, the TL LoL Ten Commandments are available for you to reference if you have any questions about this subforum.

Use the LoL Strategy subforum if you have game or champion specific questions. Lastly, confine QQing and bragging to their respective threads.

There is no new champion this patch.

Patch 5.7: Live on Apr. 8th, 2015
+ Show Spoiler [Patch Notes] +



Bard



Base AD and Armor up. Chimes grant more mana, and meeps respawn faster. Q damage up.



Bard's laning relies heavily on two core patterns to function: playing meep-away with basic attacks and lay on the harrassment, which then opens him up to fulfil his cosmic duties by roaming and powering up through the collection of chimes. This patch we're targeting both of these with changes to his passive and base stats, focused at fine-tuning his flute-smacking in lane and making his roams more rewarding when you're all out of cosmic energies.



General



BASE ATTACK DAMAGE 46 ⇒ 52


BASE ARMOR 21 ⇒ 25



Passive - Traveler's Call



MEEP RESPAWN TIME 12/11/10/9/8 seconds (with chimes) ⇒ 10/9/8/7/6 seconds (with chimes)


CHIME MANA RESTORE 15 + 8% missing mana ⇒ 12% of Bard's maximum mana



Q - Cosmic Binding



BASE DAMAGE 80/120/160/200/240 ⇒ 80/125/170/215/260









Blitzcrank



W now gives a focused, high-speed burst that slows Blitzcrank after it's over.



Blitzcrank by nature is a champion all about risk vs. reward. Land Rocket Grab on a priority target and you've single (robot) handedly won an entire teamfight - miss, and you're out of a sizeable cooldown and inviting your opponents to a big ol' counter-attack party. For a champion so steeped in this mindset however, Overdrive's up-time mitigated Blitzcrank's risk a little too much, leaving enemies still fleeing in fear even after a grab gone wide. Shortening the windows 'Crank has to make his big plays while increasing his burst of speed pushes this dichotomy further, but beware running out of steam if you misplay the moment.



W - Overdrive



removedMOVEMENT SPEED 16/20/24/28/32% movement speed over 8 seconds


newMOVEMENT SPEED Now gains a burst of 70/75/80/85/90% movement speed, rapidly decaying over 5 seconds


YOUR STEAM IS ESCAPING When Overdrive ends, Blitzcrank is slowed by 30% for 1.5 seconds









Darius



Dunking refunds mana. At max rank, R's cooldown resets on kill.



One of the most feared lane bullies of his day, Darius had only one natural predator: the late-game. As metas have shifted however, the once proud Hand of Noxus lost his luster amidst a sea of flighty assassins, tanky titans and mobile marksmen. Make no mistakes: his primary counters are still intact - a jumble of crowd control and sustained damage (often from range) will still shut him down - but now, failing to contain him using these tools will open him up to killing your entire team.



R - Noxian Guillotine



ATHENE'S UNHOLY DUNK Refunds 25/50/100 mana on kill


WITNESS TRUE STRENGTH At rank 3 only, Noxian Guillotine's cooldown resets completely









Evelynn



Hate Spike damage up.



5.6's changes saw Evelynn stealthily making waves as games went on, but still suffering in early skirmishes. To turn that suffering onto her opponents, we're returning some of her combat power.



Q - Hate Spike



DAMAGE 30/45/60/75/90 ⇒ 40/55/70/85/100









Fizz



Moving the execute damage back to W's passive DoT and putting the AP ratio back to W's active on-hit.



Back in 5.2 we made some changes to Fizz that reduced the amount of reliable damage he did with his in-and-out pattern, leaving him feeling a little less tricky (and certainly less playful) than usual. By switching the passive and active components once again, we're aiming to help Fizz's AP builds chum the waters of success by landing sharks and capitalizing at key moments. We'll continue to monitor Fizz's performance, but the hope is to have him back up to his old 'risky assassination tricks' and less 'building full tank and killing everybody'.



W - Seastone Trident



PASSIVE DAMAGE (OVER TIME) 20/30/40/50/60 + (0.45 ability power) over 3 seconds ⇒ 20/30/40/50/60 (0.45 ability power) + 4/5/6/7/8% of target's missing health over 3 seconds


ACTIVE DAMAGE (ON-HIT) 10/20/30/40/50 + 4/5/6/7/8% of target's missing health over 3 seconds ⇒ 10/20/30/40/50 + (0.25 ability power)









Garen



GAREN'S R IT'S HAPPENING



Garen's gonna need more than this change to hit the bar on strategic diversity we've set out with our champion work, but making his ultimate less restricted should give him the courage to stand up to the ruffians and scoundrels in top lane more easily.



R - Demacian Justice



COOLDOWN 160/120/80 seconds ⇒ 120/100/80 seconds









Hecarim



Base health and mana regeneration down.



Compared against other toplaners, having access to a strong self-heal and low mana costs is a pretty sweet deal - so we're toning down some of his innate staying power so it's easier to send Hecarim back to the stables.



General



BASE HEALTH REGEN 9.26 ⇒ 7


BASE MANA REGEN 7.5 ⇒ 6.5









Kassadin



R's stack lockout decreased.



With Kassadin's functionality as a constantly blinking must-answer threat late game still intact, we're looking to facilitate earlier aggressive roams by pulling the lever back a little on Riftwalk's lockout mechanic.



R - Riftwalk



EMPOWERED STACK DURATION 20 seconds ⇒ 15 seconds









Maokai



Maokai's passive heal down at early levels.



Maokai's enjoyed a lengthy reign as one of the top Top's in the competitive scene for a while, and for good reason - he's a healthy baseline for what we expect from our Tank class. Despite this, his level of sustain can make it an uphill battle to uproot this twisted treant, so we're chopping down his passive's early effectiveness to open some room for other picks to grow.



Passive - Sap Magic



HEALTH RESTORE 7% of maximum health ⇒ 5/6/7% of maximum health (upgrades at levels 7 and 13)









Morgana



Morgana's abilities have updated looks and sounds.




General



AUDIO & VISUALS Morgana's autoattack and ability SFX and VFX have been updated for her base and all skins! Check here for the full details.


ICONS Morgana has also received new ability icons!









Nidalee



Base health and health per level down.



Though it's tough to say Nidalee's gone untouched with the rise of the incredible Cinderhulks, she's still at the forefront of any conversation concerning jungle dominance. To keep her claws sharp and her hunting skills intact, we're doubling-down on the natural weakness of any in-and-out skirmisher: durability. While not the easiest to pin down, cutting her defenses makes pouncing in even more of a risk, as well as actually putting her in danger when she's the one getting pounced on.



General



BASE HEALTH 541 ⇒ 511


HEALTH PER LEVEL 90 ⇒ 80









Quinn



Blinds work intuitively.



Previously, Blinds would check your status when you began your attack. This meant that sometimes attacks that looked like they should have missed would land right on target. With this fix, you should feel a lot better about your tossing a bird into the eyes of enemy marksmen.



Q - Blinding Assault



newGOUGE 'EM VALOR Blind 'miss' window changed from on-attack declaration to on-attack launch (For reference, 'attack launch' is when the missile is created for ranged champions, and the moment before an attack hits for melee champions)









Rek'Sai



Q damage down. Rek'Sai can use tunnels more often



High clear speeds, high damage, and the best tool for hunting enemies through the Fog of War - Rek'Sai has many, if not all the tools you'd want in a jungler (or a hungry void predator). As we've done in previous patches, we're taking the edge off of her bite in exchange for more end-game usability and tunnel-enabled mobility.



Q - Queen's Wrath



RATIO 0.3 bonus attack damage ⇒ 0.2 bonus attack damage



E - Tunnel



COOLDOWN ON REUSING TUNNELS 10 seconds ⇒ 10/9/8/7/6 seconds









Shen



SHEN'S R IT'S ALSO HAPPENING



Once hailed as the map presence pick in the toplane, Summoner Teleport steals some of Shen's identity when it comes to saving your teammates from the shadows (we never said he was a great ninja). Making Stand United more available for cross-map action, especially in the late-game should help Shen find his place among the Tanklords.



R - Stand United



COOLDOWN 200/180/160 ⇒ 180/160/120









Singed



E's monster cap wasn't factoring in E's base damage.



Adding % damage to Fling last patch introduced a bug where the whole ability's damage was capped at 300 vs monsters instead of the %HP portion. Jungle Singed buffs!



E - Fling



ELBOW GREASE Fixed a bug where the 300 damage cap to monsters was being applied improperly









Teemo



Blinds work intuitively.



Previously, Blinds would check your status when you began your attack. This meant that sometimes attacks that looked like they should have missed would land right on target. With this fix, you should feel a lot better about your tossing poisonous darts into the eyes of enemy marksmen.



Q - Blinding Dart



THAT'S GOTTA STING Blind 'miss' window changed from on-attack declaration to on-attack launch (For reference, 'attack launch' is when the missile is created for ranged champions, and the moment before an attack hits for melee champions)









Tristana



E cooldown slightly increased. Q reduces E's cooldown when basic attacking.



The nature of Tristana's reliance on Rapid Fire and Explosive Charge mean that she doesn't scale as well as you'd expect from the traditional marksman builds. Adding further incentives for Cooldown Reduction (hint: ghostblade, y'all) gives her a different angle on itemization that enables her explosive potential.



Q - Rapid Fire



newULTRA RAPID FIRE Basic attacks while Rapid Fire is active reduce the cooldown of Explosive Charge by 0.5 seconds (doubled against champions)



E - Explosive Charge



COOLDOWN 16/15/14/13/12 ⇒ 16/15.5/15/14.5/14





Back to top



Items







Enchantment - Cinderhulk



Health down, gold cost up to parity with other enchants.



Two nerfs, one very much intended (base health reduction), one technically a bug fix that's in line with what we want anyway (+50 gold cost). We don't think anyone should be surprised by these power reductions, but additional context goes like this: an item doesn't need to be a "one stop shop" of core stats for it to be ideal. It might seem counterintuitive that we're reducing Cinderhulk's tanky stats while saying we want to preserve its identity as a tanky jungler item, but that's because Cinderhulk incentivizes its wearers (users? holders?) to further itemize down an intended path (health for more scaling, tanky stats to stay in the battle longer, etc) so we can rely on those second, third, and fourth items to round out the build. Making an item that does everything just encourages off-role champions to pick it up because they get 'everything' they need rather than having to commit to a playstyle to support it.


This is a very long context to say that Cinderhulk doesn't kill champions, champions building the health to support Cinderhulk kill champions.


HEALTH 350 ⇒ 300


COST 2200 gold ⇒ 2250 gold









Tiamat



Tiamat's passive damage now scales linearly. Also affects Ravenous Hydra.



Previously, Tiamat's Cleave passive only had three 'stages' of damage based on whether you were 'close', 'close-ish', or 'kind of close' to the center of the proc. This led to some weird situations where targets that were visually farther away would still take damage as if they were closer. Now that Cleave scales linearly, you'll always take damage appropriate to how close/far you are from the target. Also affects Ravenous Hydra (we stole this part from the summary).


PASSIVE CLEAVE DAMAGE Scales in three damage 'stages' ⇒ linearly with distance





Back to top




Summoner's Rift






Gift of the Toadstool (Gromp Smite buff)



We know this is a pretty sizable damage reduction on Gromp buff for lategame tank junglers, but there were two reasons: first, this thing was getting a little bonkers against squishy auto-attacking marksmen (with little to no meaningful counterplay). Second - and more important - from a philosophical perspective no smite buff should be so insanely head and shoulders above any other, but Gromp buff was getting very close to that. We want all jungle buffs to have varying degrees of usefulness (based on the state of the game), but it's important there be at least some choice in the matter.


DAMAGE SCALING 10% bonus health ⇒ 5% bonus health








Minion Spawn Animations



Minions are people too! ...Kind of.


newDO THEY HAVE HOMES? Minions now have a spawn animation!








End of Game Banners



LET'S TRY THIS AGAIN Animated Victory/Defeat banners have been re-enabled following resolution of a performance issue








Loading Screen Art



newA SCENIC VISTA The loading screen for Summoner's Rift matches now has background art


FAT BORDERS Loading screen borders have been slightly thickened to maintain contrast against the new background





Back to top




Twisted Treeline & Crystal Scar





new


Luden's Echo



Is there an echo in here...?



Is there an echo in here...?


RECIPE Blasting Wand + Aether Wisp + 1090 gold (2800 gold total)


ABILITY POWER 120 ⇒ 100


SOUND IS PURPLE? VFX for the proc effect have been updated!





Back to top



Bugfixes





  • Fixed the "ward hop crash". Special thanks to NA summoner Xaad for helping us squash this bug!

  • Spirit Guard Udyr's champion interaction VO has been fixed

  • Fixed a bug where Team Builder's minimap role icons were sometimes zoomed in too far

  • Team Builder lobbies no longer occasionally forget to display the captain's minimap role icon

  • Suggested Players now consistently prioritizes "Previous premade" over "Recently won a game" when deciding how to tag someone who fits both categories





Back to top



Upcoming Skins






The following skins will be released at various times during patch 5.7:






Omega Squad Teemo






Arclight Vayne






Debonair Galio






Guardian of the Sands Rammus



Guardian of the Sands Skarner



Guardian of the Sands Xerath





+ Show Spoiler [Previous GD Threads & Patch Notes] +
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ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
April 07 2015 21:31 GMT
#2
So how big of a nerf is this to tank junglers? The Cinderhulk numbers aren't huge but the Gromp smite bonus being halved definitely is.
What fun is it being cool if you can’t wear a sombrero?
Gahlo
Profile Joined February 2010
United States35165 Posts
Last Edited: 2015-04-07 21:36:35
April 07 2015 21:35 GMT
#3
Fizz: Thank god. Bruiser fizz was dumb and I'm glad it's dead.

Hecarim: Is... is this supposed to be a substantial change?

Rek'Sai: Well, there goes the last of the bruiser junglers. All tank all the time now. Awesome job Riot, all you did was shift the paradigm.

Shen: Yes, now I can hear DoA and Monte make fun of Shen being a shitty ninja more.

Tristana: WHY DO THEY KEEP BUFFING HER

Tiamt: Dumb, just make it a static amount throughout. Bad enough this and Hydra took a dump when you changed the health regen system.

On April 08 2015 06:31 GrandInquisitor wrote:
So how big of a nerf is this to tank junglers? The Cinderhulk numbers aren't huge but the Gromp smite bonus being halved definitely is.

Minor at best. It's 50g more expensive and an overall reduction of only 62.5hp. Nothing to cry over.
Alaric
Profile Joined November 2009
France45622 Posts
April 07 2015 21:36 GMT
#4
Oh fuck. I queued up for the first time in around 10 days and forgot that Vlad is super popular because of LCS/OGN spam now. He's one of my most hated champs to play against because I can't for the life of me beat him (yup, even with Irelia, I know). D:

Do people spam Shaco because of UoL too? Apparently he's drawing the soloQ bans.
Cant take LMS hipsters serious.
Neverhood
Profile Joined August 2009
United States5388 Posts
April 07 2015 21:39 GMT
#5
Will LCS finals be played on this patch?
Jaedong :D
nafta
Profile Joined August 2010
Bulgaria18893 Posts
Last Edited: 2015-04-07 21:41:45
April 07 2015 21:39 GMT
#6
nvm i am stupid but doesnt seem like that big of a nerf.
wei2coolman
Profile Joined November 2010
United States60033 Posts
April 07 2015 21:42 GMT
#7
On April 08 2015 06:39 nafta wrote:
nvm i am stupid but doesnt seem like that big of a nerf.

Depends, in long lane phase it's stronger, but there's no burst any more from him, because the dot just resets, instead of instant damage.
liftlift > tsm
nafta
Profile Joined August 2010
Bulgaria18893 Posts
April 07 2015 21:48 GMT
#8
On April 08 2015 06:42 wei2coolman wrote:
Show nested quote +
On April 08 2015 06:39 nafta wrote:
nvm i am stupid but doesnt seem like that big of a nerf.

Depends, in long lane phase it's stronger, but there's no burst any more from him, because the dot just resets, instead of instant damage.

probably just gonna move into the tanky ap mid that we have seen a few times already rather than irelia style build
Kinie
Profile Joined December 2011
United States3106 Posts
Last Edited: 2015-04-07 21:50:52
April 07 2015 21:49 GMT
#9
On April 08 2015 06:39 nafta wrote:
Wait isn't that fizz w a straight up buff in every possible way or did I lose my ability to read?


It's a nerf to AD Bruiser Fizz, buff to AP 100-0 Assassin Fizz. Kassadin's Rift Walk stacking being 15s instead of 20s seems like a pretty big buff.

RIP Smite Shyv top laners with Gromp bonus damage nerf, RIP Nidalee jungle (loses 200 hp at level 18), there's a decent chance Rek'Sai will no longer be a dominant/top tier jungler anymore (loses clear speed, gains mobility/map movement), Hecarim top lane won't be as strong, Maokai will be a bit weaker for the first one or two team fights, AP Fizz might be a thing again (I think?), the nerf to Cinderhulk has arrived (no surprise there), and Shen might see a return to competitive play (lower CD on the ult means that even with one CDR item, come late game it'll be up for nearly every team fight).

So this Blind debuff is... I want to say a buff? Though it only seems to apply to Teemo and Quinn (I honestly can't think of any other champions that deliver a Blind debuff). Bard buffs aren't surprising, though I'm not sure if that's enough to fix him for solo Q purposes.

Everything else in these notes doesn't really matter.

What it means overall is that for the foreseeable future, tank junglers are the only viable junglers, people will struggle to end games fast with the lack of viable hyper carry ADCs (save for Kog'Maw, which almost requires a team comp built around him), sustain damage AP carries will come back into fotm status, and team fights will become the norm, as assassins and 1-3-1 strategies begin to fall out of favor just due to not being able to 100-0 champions anymore.

On April 08 2015 06:39 Neverhood wrote:
Will LCS finals be played on this patch?



Nah, it should be 5.6 for the semis and finals. MSI will probably be 5.7, maybe 5.8.
Frudgey
Profile Joined September 2012
Canada3367 Posts
April 07 2015 21:52 GMT
#10
On April 08 2015 06:36 Alaric wrote:
Oh fuck. I queued up for the first time in around 10 days and forgot that Vlad is super popular because of LCS/OGN spam now. He's one of my most hated champs to play against because I can't for the life of me beat him (yup, even with Irelia, I know). D:

Do people spam Shaco because of UoL too? Apparently he's drawing the soloQ bans.

Man I really dislike playing against Vladimir. It's not that it's an impossible match up for me - indeed I often do well against Vladimir, but it is incredibly stressful lane.

Like I know that if you fall behind against any champion you're in for a rough time. Against Vladimir though, I feel that if I fall behind then I have absolutely no hope of salvaging the lane. This may or may not be true, but that's how I feel.

I dislike playing against Riven for similar reasons. She just stresses me out.
It is better to die for The Emperor than live for yourself.
kongoline
Profile Joined February 2012
6318 Posts
April 07 2015 21:53 GMT
#11
play j4 smash him in lane roam and smash other lanes
iCanada
Profile Joined August 2010
Canada10660 Posts
April 07 2015 21:54 GMT
#12
On April 08 2015 06:36 Alaric wrote:
Oh fuck. I queued up for the first time in around 10 days and forgot that Vlad is super popular because of LCS/OGN spam now. He's one of my most hated champs to play against because I can't for the life of me beat him (yup, even with Irelia, I know). D:

Do people spam Shaco because of UoL too? Apparently he's drawing the soloQ bans.


Pick lane Spartan, remind that sob vampire why he stopped seeing play when you up 50 creeps, a tower, 5 kills and 4 levels at ten minutes.
Mirhi
Profile Joined February 2010
United States389 Posts
April 07 2015 21:57 GMT
#13
On April 08 2015 06:54 iCanada wrote:
Show nested quote +
On April 08 2015 06:36 Alaric wrote:
Oh fuck. I queued up for the first time in around 10 days and forgot that Vlad is super popular because of LCS/OGN spam now. He's one of my most hated champs to play against because I can't for the life of me beat him (yup, even with Irelia, I know). D:

Do people spam Shaco because of UoL too? Apparently he's drawing the soloQ bans.


Pick lane Spartan, remind that sob vampire why he stopped seeing play when you up 50 creeps, a tower, 5 kills and 4 levels at ten minutes.


I actually prefer Rumble vs Vlad. He can't really do anything to you if you run at him with shield and empowered Flamespitter on.

Re patch, hoping this helps tone down some of the tank jungle stuff, but I imagine we'll have to see more. Sejuani is a terror atm because of her ability to provide lockdown, damage and tankiness. Sion is similarly terrifying.
Esportsing really hard | www.twitter.com/ffmirhi
AlterKot
Profile Blog Joined January 2014
Poland7525 Posts
April 07 2015 22:00 GMT
#14
I declare Pony dead. Time to jump on smiteshyvana. Jungle probably won't change much since Rek'sai didn't build much AD and cinderhulk still seems ok?
Americans don't like to use unblockables, it is considered not honest. You press a button at the wrong time and hit the other person, you are random, not a top player. You DP Sim's far fierce, it is random and not honest.
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
April 07 2015 22:05 GMT
#15
They didn't fix the top laners taking smite thing...
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
St3MoR
Profile Joined November 2002
Spain3256 Posts
April 07 2015 22:07 GMT
#16
they nerfed gromp smite so that will affect them
Prophet in TL of the Makoto0124 ways
iCanada
Profile Joined August 2010
Canada10660 Posts
April 07 2015 22:12 GMT
#17
On April 08 2015 06:57 Mirhi wrote:
Show nested quote +
On April 08 2015 06:54 iCanada wrote:
On April 08 2015 06:36 Alaric wrote:
Oh fuck. I queued up for the first time in around 10 days and forgot that Vlad is super popular because of LCS/OGN spam now. He's one of my most hated champs to play against because I can't for the life of me beat him (yup, even with Irelia, I know). D:

Do people spam Shaco because of UoL too? Apparently he's drawing the soloQ bans.


Pick lane Spartan, remind that sob vampire why he stopped seeing play when you up 50 creeps, a tower, 5 kills and 4 levels at ten minutes.


I actually prefer Rumble vs Vlad. He can't really do anything to you if you run at him with shield and empowered Flamespitter on.

Re patch, hoping this helps tone down some of the tank jungle stuff, but I imagine we'll have to see more. Sejuani is a terror atm because of her ability to provide lockdown, damage and tankiness. Sion is similarly terrifying.


But why would you play Rumble when you could play Pantheon...

That's like driving a Ford Fiesta instead of a Mercedes Benz. Technically they do the same thing in lane... lol.
Slusher
Profile Blog Joined December 2010
United States19143 Posts
April 07 2015 22:17 GMT
#18
Back from the fields of solo Q to report in on smite top shyvana:

really akward first 5 min into lol I can do whatever I want
Carrilord has arrived.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
April 07 2015 22:20 GMT
#19
Yeah if you're a top laner who can run Ignite, there's a decent argument for running Smite and getting Skirmishers/Stalkers instead I think.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Slusher
Profile Blog Joined December 2010
United States19143 Posts
April 07 2015 22:20 GMT
#20
On April 08 2015 07:07 St3MoR wrote:
they nerfed gromp smite so that will affect them


True damage + Exaust on a short cd is pretty good still
Carrilord has arrived.
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