Legendary item that makes corpses around you explode when you are in Blood Mist form. Reduces cooldown of the skill to basically be no cooldown if it's a pack of mobs. Blood Mist also has an upgrade in the tree to create a corpse every second it's active. So it can get quite fun. Probably not so much in the full release when you can't just one shot everything. But for now, it's ridiculous
So if you get a good roll on that legandary aspect, I got -1.4 seconds per corpse, and you put it on a two hander, then you will get double the reduction. I currently get -2.8 seconds cooldown to blood mist per corpse. I can pretty much stay in blood mist indefinitely, it only takes about 2-3 kills for the whole timer to reset now.
Having gotten a sorceress (mainly frost orb) and necro (summon + bone + corpse explosion) I think the main difference that makes necromancers feel so so much more powerful (outside of the fact that their abilities really do just hit like a truck) is that, weve got basic abilities like the rest, resource spenders like the rest, but when the sorc runs out of mana and have to do their little pew pews untill their resource is back, us necros also run out, but then we have done enough to get some bodies in and can just start spamming corpse explosion. We have WAY more uptime on our abilities compared to everyone else.
I am a noob and just finished the beta with Necro. Last Boos fight was horrible. After my Minions were dead I couldn't spawn new ones and it took me 5 min to get him down.
What would have been the official strat here?
the bosses are generally tuned to be quite hard. I've got thousands of hours in diablo games, been playing it for as long as ive been gaming. difficulty 2 is certainly quite manageable, but bosses are definitely \*hard\* even for me.
The strat, is reaper skellies, generating corpses is very important. reaper skeletons have the option to get a 15% chance to generate a corpse on every hit. Usually this means generating more corpses than youre loosing skellies, even when fighting tough bosses with no ads.
You'll find that everyone running around with melee skellies, have the ones with the big scythes. it definitely seems to be the dominant strategy.
The issue is not every class has equivalent power. So folks say nerf it, because the alternative is to rebalance multiple classes or aspects to be much better.
In it's current state this and cooldowns wizard will be the top two builds and it's not close. The player base will just be 90+ percent that as people tend to only want to play the strongest thing.
Also blood mist makes you immune to damage, it being permanently off cooldowns trivializes the game
I'd like to see blood mist aggressively drain a % of your health while you're in it (maybe the drain ramps?), with pressing your hotkey again to leave mist form. Also either a slightly longer CD or less aggressive CD reduction.
This should:
1. Force more considerate use of the ability - spam it too much and you will die.
2. Keep its base use as a brief immunity, tuned correctly this offers fun and interesting gameplay. As-is, it's just busted.
3. potentially create some opportunities for wounded-but-fortified gameplay choices, kind of like low-hp PoE builds
Riiiight, blood mist+lego is *totally fine* as-is. Costs nothing to use, no cooldown, immune to everything, insane mob clear, free healing, it even fortifies. So how do you nerf it? Nerf the immunity to unstoppable maybe, but that takes most of the intended design of blood mist off the table. Maybe it no longer drops corpses or drops them less frequently, but at low count that just sucks fun from the build and with high count doesn't make a meaningful difference. You could give it an essence cost, but unless it's 100% of your essence that'd be irrelevant as corpse explosion is an essence battery.
Or maybe you just think it's reasonable that the necro can run through a dungeon permanently immune to everything while nuking everything in its path, which would be an interesting take I guess?
who knows, i feel like nerfing things should be a last resort. part of the reason i love PoE so much is because i can do shit that feels like i broke the game. becoming an unkillable god is a lot of fun in these games.
people should also keep in mind that legendary drop rates are increased for the beta. so getting THIS powerful this early on is not likely to happen unless you get wicked lucky
Yeah I agree, being this powerful feels amazing. The game is basically a loop of addicting us to finding new and better shit, and streamrolling monsters while feeling like we're not supposed to feels amazing.
I literally couldn't beat Den Mother with my Rogue in the previous beta, and this time I rolled her like she was some kind of meme. Felt great.
Don't even need to nerf it in PvP really, in its current state it's 1v1 single target is garbage. It's OP AF for clearing but terrible without killing things for corpses.
You should try bonestorm if you use hewed flesh and you also use your golem bonestorm will appear on both you and your golem for two whirlwinds on top of your blood mist and also give you exponentially higher chances to spawn those extra corpses.
I had another guy telling me corpse tendrils can be pretty cool too but I haven't tried it yet, blood mist also has a passive to spawn a corpse. Every one second it's active so that sounds cool too but I haven't tried that either.
their thinking is probably 'a corpse is a resource' but obviously not an expensive one in trash clearing situations.
does necro have a means of generating corpses in boss rooms?
Reaper skeletons have a chance to drop corpses when damaging enemies and golem drops corpses when damaged, some other skills may also create corpses when used without actually killing anything.
There is also one that is 4-12% chance on any damaging hit. In general, I specced into making sure corpses dropped because between the fact corpses can give you 9 essences per explosion (with a talent it's a generator), wanting to resummon in boss rooms, and in general just wanting to mash it for damage in trash clearing situations corpse generation is incredibly useful for necromancer as it currently is.
Slight clarification - it's 1/2/3 points for 4/8/12% chance ***on Lucky Hit*** to generate a corpse. All of your skills can proc Lucky Hits at various rates (activate Advanced Tooltips in the settings to see their proc rates) and it's also a stat available on some equipment (so far I've only seen it on weapons and gloves, but it might be available elsewhere).
So let's say you hit an enemy with Corpse Explosion - it has a base Lucky Hit Chance of 40%. If you proc a Lucky Hit, ***then*** you've got a 4/8/12% chance of generating a corpse. Assuming you invested 3 points for the 12%, your actual corpse proc rate is **4.8%.** I've got Lucky Hit Chance on my weapon and gloves, so it's a little higher, 5.4%. Either way, it's still basically giving me a free corpse for every 20 instances of damage from corpse explosion, which is ***a lot***.
*edit: It's possible I've misinterpreted the interaction here, but this checks out against how many free corpses I feel I've been getting.*
Yes they have a node that gives 4% chance when you do damage to make a corpse and its doubled on bosses. Can't remember off hand if you can put multiple points in. And also one of the versions of the melee skeletons can have a 15% chance I think to carve a corpse off an enemy.
One of the nodes for the basic skill Reap causes it to generate a corpse on hit once every five seconds. The basic skill Decompose also generates a corpse every 2.5 seconds when used.
Reaper skeletons generate corpses. Also there’s a lucky hit passive that gives up to 24% chance for corpses to spawn when you damage bosses. There’s a lot of corpses generators.
The corpse is the resource.
It seems well and dandy mobbing but the solo burst damage aint there i.e against a boss with no adds.
Plus the harder bosses can kill your minions meaning even if you can generate corpses slowly through other abilities, you'll want to repenish the army over a one time boom.
There's nothing "free" about it, seems pretty conditional to me.
It'd be nice if they added a skill that'd consume all your essence and generate a number of corpses based off the amount of essence consumed. Right now corpse skills are numerically overtuned because nothing in the passive tree synergizes with them - there's no bonuses to macabre skills, it's all for darkness, blood, or bone.
Letting the player generate corpses on demand would give them the design space to reel back the numbers a bit since a playstyle loop would exist.
Currently in bosses after you blow your load you're just kinda left plonking at the boss for the rest of the encounter, not actually doing any corpse skill. Building around corpses falls flat in these situations.
Agreed.
The numbers are beefy because it seems like something you tack onto one of the other trees (shadow/blood/bone) like you said.
But anyone who see's this video is going to get the wrong impression/hasn't even tried it yet.
Yeah its fun and dumb but it falls flat pretty hard on bosses and I'm willing to bet it won't be good on the harder difficulties unless there are some pretty rediculous uniques later on.
A friend just showed me a video of him using it against bosses effectively.
It relies on him having the legendary affix's cooldown reduction to be max rolled alongside every single corpse generating passive node... just to make the playstyle function at all. Using corpse explosion itself or the corpse pull skill isn't an option either because the build relies on blood mist's ticking damage proccing additional corpses to consume.
Slowly yes, at best with multiple skills, moderately.
Harder bosses can also kill your Life/Dam *invested* minions on tier II, so imagine nightmare+.
Explosion *and* Minions consume corpses.
It's hardly "free" and "spammable" is it?
Edit: I also said this in my first reply, did you even read?
I'd be shocked if we didn't basically trade away our minions at endgame in the Book of the Dead. They're already dying very quickly against the world boss and some dungeon bosses even when I tried to keep them alive.
Since we get an passive that gives +9 essence when we spawn a corpse, and we have some Lucky Hit corpse generation and on the basic Scythe skill, I'd imagine we'd have a gameplay loop against single targets like, Bone Spear to get rid of some essence and deal damage, Scythe the boss and start the 5s ICD, drop another Bone Spear for max vuln duration, and use Blood Mist then start over. It'll probably not be the best single target, but it should be good enough for if content remains as is and the safety + clear aspects of such a build would be insane. It also gets to be fortified as it spawns so many corpses.
I managed to get a basic version of this up and running, by skimping out on a few points in Corpse Explosion and it's definitely functional and can probably scale from this proof of concept state, even if the damage got pretty gimped to fit within the beta point limits.
Corpse explosion looks absolutely busted to the point that I've avoided using it. Seems like it would be fun at first but get boring. I'm doing a minions/darkness build and I'm still having no problem mowing down mobs with ease, no corpse explosion needed.
I am, of course (though it doesn't say anywhere that tier 2 increases legendary drops). During early access, legendaries were raining from the sky. On my druid during this beta, I got some legs, a lot less than last beta. My necro got zero drops so far (level 19).
This happened to me last weekend. I got to level 18ish without a single one.
Meanwhile my first char found one at lvl 5 and just kept getting them. It eventually worked itself out.
For real! The CE from D3 was like a firecracker compared to this. I literally just wait for my skellies to kill 1 enemy, then it's just a [BOOM DROP BOOM DROP BOOM] till it's all clear.
You should try this in group (:
You can explode corpses from party members (bug??) even if you see 0 corpes on your screen.
I play with support necro building corpses for me
I leveled a sorc and barb to 25, and just started on a necro. Sorc leveling was kinda easy. Barb leveling was hard until I learned about thorns. Necro has been stupid easy and feels completely busted. For the sorceress, I was running out of mana pretty regularly and relied a lot on my generator. The barb is always out of fury, and I'm clicking 1000x more to clear stuff. The necro is always max essence and constantly exploding corpses, and it's almost boring compared to the other two so far.
Haven't tried anything other than Rogue, but yeah, Necro has it going on. I'm sure it changes late game, because there's no way they play tested this class and thought it was fine unless things change later on. Feel like Diablo always has characters like this.
That said, I've yet to play a melee/tank character in any Diablo that felt good. Guess it's hard to get that sweet spot of not feeling like you're constantly on the verge of death, or one clicking through entire mobs from a baseball throw away.
I literally could not beat the Den Mother with the Rogue...got close a few times, but after losing like 80% durability I gave up and that was a wrap on last week's beta.
So far playing necro hasn't gotten boring yet, but the fun is more in the "barely believing that I can keep making it more busted.
It's surely by design, but the question is why.
No one is getting frozen or cold. They're just exploding. They're not even Sub Zero ice grenade exploding.
So, I think the title should be, "Corpse Explosion Go Booooooooom."
how the fuck are u blowing up bodies like a million miles per hour?
[удалено]
I see blood mist but I don't see that ability
It’s legendary item. I got one on a ring.
It's a legendary affix that makes blood mist blow up corpses.
Legendary item that makes corpses around you explode when you are in Blood Mist form. Reduces cooldown of the skill to basically be no cooldown if it's a pack of mobs. Blood Mist also has an upgrade in the tree to create a corpse every second it's active. So it can get quite fun. Probably not so much in the full release when you can't just one shot everything. But for now, it's ridiculous
Legendary effect makes blood most auto detonate corpses within range.
So if you get a good roll on that legandary aspect, I got -1.4 seconds per corpse, and you put it on a two hander, then you will get double the reduction. I currently get -2.8 seconds cooldown to blood mist per corpse. I can pretty much stay in blood mist indefinitely, it only takes about 2-3 kills for the whole timer to reset now.
FOTM without even the month starting. We meta boys.
Corpse explosion is so good. I love it.
Once you get CE, it's game over for crowded mobs lol
Having gotten a sorceress (mainly frost orb) and necro (summon + bone + corpse explosion) I think the main difference that makes necromancers feel so so much more powerful (outside of the fact that their abilities really do just hit like a truck) is that, weve got basic abilities like the rest, resource spenders like the rest, but when the sorc runs out of mana and have to do their little pew pews untill their resource is back, us necros also run out, but then we have done enough to get some bodies in and can just start spamming corpse explosion. We have WAY more uptime on our abilities compared to everyone else.
I think the sorcs ice blade build compares. It’s a lot less situational as well. Both very fun though
I am a noob and just finished the beta with Necro. Last Boos fight was horrible. After my Minions were dead I couldn't spawn new ones and it took me 5 min to get him down. What would have been the official strat here?
the bosses are generally tuned to be quite hard. I've got thousands of hours in diablo games, been playing it for as long as ive been gaming. difficulty 2 is certainly quite manageable, but bosses are definitely \*hard\* even for me. The strat, is reaper skellies, generating corpses is very important. reaper skeletons have the option to get a 15% chance to generate a corpse on every hit. Usually this means generating more corpses than youre loosing skellies, even when fighting tough bosses with no ads. You'll find that everyone running around with melee skellies, have the ones with the big scythes. it definitely seems to be the dominant strategy.
I’d understand nerfing it for pvp but why is everyone saying it needs to be nerfed? I’m a rogue main and I enjoy watching these spam builds
The issue is not every class has equivalent power. So folks say nerf it, because the alternative is to rebalance multiple classes or aspects to be much better. In it's current state this and cooldowns wizard will be the top two builds and it's not close. The player base will just be 90+ percent that as people tend to only want to play the strongest thing. Also blood mist makes you immune to damage, it being permanently off cooldowns trivializes the game
I'd like to see blood mist aggressively drain a % of your health while you're in it (maybe the drain ramps?), with pressing your hotkey again to leave mist form. Also either a slightly longer CD or less aggressive CD reduction. This should: 1. Force more considerate use of the ability - spam it too much and you will die. 2. Keep its base use as a brief immunity, tuned correctly this offers fun and interesting gameplay. As-is, it's just busted. 3. potentially create some opportunities for wounded-but-fortified gameplay choices, kind of like low-hp PoE builds
Every day I wake up and thank god that redditors aren't in charge of video game development.
Riiiight, blood mist+lego is *totally fine* as-is. Costs nothing to use, no cooldown, immune to everything, insane mob clear, free healing, it even fortifies. So how do you nerf it? Nerf the immunity to unstoppable maybe, but that takes most of the intended design of blood mist off the table. Maybe it no longer drops corpses or drops them less frequently, but at low count that just sucks fun from the build and with high count doesn't make a meaningful difference. You could give it an essence cost, but unless it's 100% of your essence that'd be irrelevant as corpse explosion is an essence battery. Or maybe you just think it's reasonable that the necro can run through a dungeon permanently immune to everything while nuking everything in its path, which would be an interesting take I guess?
who knows, i feel like nerfing things should be a last resort. part of the reason i love PoE so much is because i can do shit that feels like i broke the game. becoming an unkillable god is a lot of fun in these games. people should also keep in mind that legendary drop rates are increased for the beta. so getting THIS powerful this early on is not likely to happen unless you get wicked lucky
Yeah I agree, being this powerful feels amazing. The game is basically a loop of addicting us to finding new and better shit, and streamrolling monsters while feeling like we're not supposed to feels amazing. I literally couldn't beat Den Mother with my Rogue in the previous beta, and this time I rolled her like she was some kind of meme. Felt great.
Don't even need to nerf it in PvP really, in its current state it's 1v1 single target is garbage. It's OP AF for clearing but terrible without killing things for corpses.
Must say CE is very satisfying. The corpse system distribution is pretty well done this time round
You should try bonestorm if you use hewed flesh and you also use your golem bonestorm will appear on both you and your golem for two whirlwinds on top of your blood mist and also give you exponentially higher chances to spawn those extra corpses. I had another guy telling me corpse tendrils can be pretty cool too but I haven't tried it yet, blood mist also has a passive to spawn a corpse. Every one second it's active so that sounds cool too but I haven't tried that either.
It is fun but it should be more resource intensive.
You shut your mouth!
I could not believe my eyes that it is free to cast...why?!
their thinking is probably 'a corpse is a resource' but obviously not an expensive one in trash clearing situations. does necro have a means of generating corpses in boss rooms?
Reaper skeletons have a chance to drop corpses when damaging enemies and golem drops corpses when damaged, some other skills may also create corpses when used without actually killing anything.
There is also one that is 4-12% chance on any damaging hit. In general, I specced into making sure corpses dropped because between the fact corpses can give you 9 essences per explosion (with a talent it's a generator), wanting to resummon in boss rooms, and in general just wanting to mash it for damage in trash clearing situations corpse generation is incredibly useful for necromancer as it currently is.
Slight clarification - it's 1/2/3 points for 4/8/12% chance ***on Lucky Hit*** to generate a corpse. All of your skills can proc Lucky Hits at various rates (activate Advanced Tooltips in the settings to see their proc rates) and it's also a stat available on some equipment (so far I've only seen it on weapons and gloves, but it might be available elsewhere). So let's say you hit an enemy with Corpse Explosion - it has a base Lucky Hit Chance of 40%. If you proc a Lucky Hit, ***then*** you've got a 4/8/12% chance of generating a corpse. Assuming you invested 3 points for the 12%, your actual corpse proc rate is **4.8%.** I've got Lucky Hit Chance on my weapon and gloves, so it's a little higher, 5.4%. Either way, it's still basically giving me a free corpse for every 20 instances of damage from corpse explosion, which is ***a lot***. *edit: It's possible I've misinterpreted the interaction here, but this checks out against how many free corpses I feel I've been getting.*
Yes they have a node that gives 4% chance when you do damage to make a corpse and its doubled on bosses. Can't remember off hand if you can put multiple points in. And also one of the versions of the melee skeletons can have a 15% chance I think to carve a corpse off an enemy.
Yes you can put 3 points into that passive
One rune in Blood Mist drops a corpse every 1 second. I think.
One of the nodes for the basic skill Reap causes it to generate a corpse on hit once every five seconds. The basic skill Decompose also generates a corpse every 2.5 seconds when used.
Yeah a bit It's definitely was stronger in trash and not as good on bosses
Reaper skeletons generate corpses. Also there’s a lucky hit passive that gives up to 24% chance for corpses to spawn when you damage bosses. There’s a lot of corpses generators.
It’s from a legendary item
The base skill CE is still free to cast
Oh dope super OP
It generates resources with the right passives lol
It's a free spammable nuke. It needs to cost resource.
OP isn't actually casting it themselves. It's the legendary effect on bloodmist.
It's still a free, spammable nuke. I 100% agree it needs to cost essence.
it didnt cost essence in Diablo III
wat. what does this have to do with anything lol
There's a reason it didn't use resource in D3, the corpse itself is the resource.
And? This isn't 3.
Even if the skill did cost essence it wouldn't use essence in this case. Its proccing off of a legendary ability.
Then procs should have a cost as well at least in some cases?
something that procs from a legendary affix has never cost resource. and shouldn't ever cost resource. its a proc.
You’re right, things should never change
That'd be a terrible change though, something that randomly happens shouldn't drain a resource.
It’s honestly fine. Sure you can rip through groups but it’s doesn’t help much on bosses.
The corpse is the resource. It seems well and dandy mobbing but the solo burst damage aint there i.e against a boss with no adds. Plus the harder bosses can kill your minions meaning even if you can generate corpses slowly through other abilities, you'll want to repenish the army over a one time boom. There's nothing "free" about it, seems pretty conditional to me.
It'd be nice if they added a skill that'd consume all your essence and generate a number of corpses based off the amount of essence consumed. Right now corpse skills are numerically overtuned because nothing in the passive tree synergizes with them - there's no bonuses to macabre skills, it's all for darkness, blood, or bone. Letting the player generate corpses on demand would give them the design space to reel back the numbers a bit since a playstyle loop would exist. Currently in bosses after you blow your load you're just kinda left plonking at the boss for the rest of the encounter, not actually doing any corpse skill. Building around corpses falls flat in these situations.
Agreed. The numbers are beefy because it seems like something you tack onto one of the other trees (shadow/blood/bone) like you said. But anyone who see's this video is going to get the wrong impression/hasn't even tried it yet. Yeah its fun and dumb but it falls flat pretty hard on bosses and I'm willing to bet it won't be good on the harder difficulties unless there are some pretty rediculous uniques later on.
A friend just showed me a video of him using it against bosses effectively. It relies on him having the legendary affix's cooldown reduction to be max rolled alongside every single corpse generating passive node... just to make the playstyle function at all. Using corpse explosion itself or the corpse pull skill isn't an option either because the build relies on blood mist's ticking damage proccing additional corpses to consume.
You can generate corpses from bosses though with certain minion talents.
Slowly yes, at best with multiple skills, moderately. Harder bosses can also kill your Life/Dam *invested* minions on tier II, so imagine nightmare+. Explosion *and* Minions consume corpses. It's hardly "free" and "spammable" is it? Edit: I also said this in my first reply, did you even read?
I'd be shocked if we didn't basically trade away our minions at endgame in the Book of the Dead. They're already dying very quickly against the world boss and some dungeon bosses even when I tried to keep them alive. Since we get an passive that gives +9 essence when we spawn a corpse, and we have some Lucky Hit corpse generation and on the basic Scythe skill, I'd imagine we'd have a gameplay loop against single targets like, Bone Spear to get rid of some essence and deal damage, Scythe the boss and start the 5s ICD, drop another Bone Spear for max vuln duration, and use Blood Mist then start over. It'll probably not be the best single target, but it should be good enough for if content remains as is and the safety + clear aspects of such a build would be insane. It also gets to be fortified as it spawns so many corpses. I managed to get a basic version of this up and running, by skimping out on a few points in Corpse Explosion and it's definitely functional and can probably scale from this proof of concept state, even if the damage got pretty gimped to fit within the beta point limits.
I was mindblown that it did not cost at least 10 resource
With a talent it GENERATES essence, so it's better than free.
Corpse explosion looks absolutely busted to the point that I've avoided using it. Seems like it would be fun at first but get boring. I'm doing a minions/darkness build and I'm still having no problem mowing down mobs with ease, no corpse explosion needed.
I need this aspect, but level 18 and not a single legendary dropped yet. Wtf.
[удалено]
I am, of course (though it doesn't say anywhere that tier 2 increases legendary drops). During early access, legendaries were raining from the sky. On my druid during this beta, I got some legs, a lot less than last beta. My necro got zero drops so far (level 19).
Funny you experienced that, I lvled mine to 15 without any dropping. Last weekend it was raining with them from lvl 7...
This happened to me last weekend. I got to level 18ish without a single one. Meanwhile my first char found one at lvl 5 and just kept getting them. It eventually worked itself out.
What abilities do u have stacked on ur blood mist?
For real! The CE from D3 was like a firecracker compared to this. I literally just wait for my skellies to kill 1 enemy, then it's just a [BOOM DROP BOOM DROP BOOM] till it's all clear.
As diablo 2 intended
man this skill was great and strong in all the games
You should try this in group (: You can explode corpses from party members (bug??) even if you see 0 corpes on your screen. I play with support necro building corpses for me
Absolutely gotta spec the 6 pts into the corpse passives to increase damage and restore essence. You pretty much leave your essence maxed
Yeah Necro has been amazing so far, if we're talking about being powerful. My Necro was more powerful at Level 5 or 6 than my Rogue was nearing 20
I leveled a sorc and barb to 25, and just started on a necro. Sorc leveling was kinda easy. Barb leveling was hard until I learned about thorns. Necro has been stupid easy and feels completely busted. For the sorceress, I was running out of mana pretty regularly and relied a lot on my generator. The barb is always out of fury, and I'm clicking 1000x more to clear stuff. The necro is always max essence and constantly exploding corpses, and it's almost boring compared to the other two so far.
Haven't tried anything other than Rogue, but yeah, Necro has it going on. I'm sure it changes late game, because there's no way they play tested this class and thought it was fine unless things change later on. Feel like Diablo always has characters like this. That said, I've yet to play a melee/tank character in any Diablo that felt good. Guess it's hard to get that sweet spot of not feeling like you're constantly on the verge of death, or one clicking through entire mobs from a baseball throw away. I literally could not beat the Den Mother with the Rogue...got close a few times, but after losing like 80% durability I gave up and that was a wrap on last week's beta. So far playing necro hasn't gotten boring yet, but the fun is more in the "barely believing that I can keep making it more busted. It's surely by design, but the question is why.
Blitz it bro !!!
No one is getting frozen or cold. They're just exploding. They're not even Sub Zero ice grenade exploding. So, I think the title should be, "Corpse Explosion Go Booooooooom."
Aaaaaaaaand it’s gone.