Original Post — Direct link

Nightmare Guide for (Act 1): ___________________________________________________________

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Table of Contents:

i. Introduction

ii. Helpful Game Settings

iii. Team Roles, Setups and Their Importance

iv. Helpful Utility Cards

v. Special Infected and You

vi. Tips

vii. Map Strategies

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i. Introduction

This guide is for people planning to attempt Nightmare for Act 1 or has been unsuccessful in completing it.

Hello all! To introduce myself, my ign is iWoofy#5649. I have completed Nightmare Act 1 but for some reason, it didn't give me ANY achievements. Sadness! I'm totally down to play it again with like-minded chill players because I absolutely love this game. I also like that this game just brings people together due to how much time you need to set aside to complete an Act and/or how challenging (or unfair, lol) Nightmare/Veteran can become.

\*Disclaimer:* These are not the end-all-be-all strategies, there are many different ways to complete Nightmare levels, but this is what was successful for me. Please feel free to comment/critique on what has worked for you better!\\**

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ii. Helpful Game Settings

  • One key thing that absolutely changed my gameplay are the Colorblind Settings found in Options > Gameplay.

I've found that making Weakspots to a nice Light color of your preference instead of Red just helps make them pop.

  • Subtitles! Sometimes the game can get so noisy that its difficult to pinpoint when a Special Infected has spawned or is active. Subtitles help you in those chaotic scenarios, letting you know ahead of time to prepare a counter strategy.
  • Hold to Crouch -> Off. This is personal preference, but I find that with how much you Crouch in this game (to avoid friendly fire accidents) -- add the fact that you get a small Accuracy boost by doing so, its easier on your hands to just make it as a toggle. Also, some cards interact with Crouching (Down in Front, Hunker Down)!
  • Reticle Colors! A nice bright color on your reticle helps make out where your actual aim is, its very easy to get lost in all the effects.
  • Hit Markers! It took me awhile what they even meant, lol.
  1. A Red ping on your hit marker means the target is DEAD. Refrain from wasting bullets on a common infected that pinged Red!
  2. A Yellow ping is a CRITICAL/WEAKPOINT hit. Though oddly at times, a Yellow ping also kills the target without the Red ping happening. Haha! I don't even know!
  3. A Shield ping is a BLOCKED hit. This happens when you hit an Armored Weakpoint. Hit it enough and the Armor will break and you will cause a 100% STAGGER. Do it!
  4. A White ping is a REGULAR hit. Self explanatory.

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iii. Team Roles, Setups and Their Importance

**NOTE: This part can get tricky and VERY opinion-based. I would say as there is an existence of a meta depending on how you would approach Nightmare. If you're wanting to clear Nightmare Act 1 using a Speedrun Strat, then Evangelo with a full speed deck is quite successful. (Your other 3 members don't matter as they'll likely be dead, LOL!)

Again, for now, I'll outline what has worked with my random groups:

(Reference to my previous post - https://www.reddit.com/r/Back4Blood/comments/qbiib8/people_who_completed_veterannightmare_which_cards/hh9yj2i/?context=3)

  1. A pure DPS character (preferably long range) -- absolutely critical. The mutation cards you get become absolutely unfair at times. Someone who can get rid of Retch-types and Stinger-types ASAP are mandatory. Leaving those alive = 100% someone will get chunked later. Having a stinger/hocker latch on a wall will allow its aimbot spit to be rapid-fired, easily downing someone. (Edit: Line-of-Sight cheese them. Don't let them shoot you in the open)
  2. Mom (or Doc) with 1 or both of them running "The Needs of Many" -- you have naturally ZERO downs in Nightmare. Having Mom grants you your single down. If you have both Mom/Doc running "The Needs of Many" -- you can have 2-3 downs. Because you WILL go down in Nightmare. Easily.
  3. The said Mom (or Doc) running buffs such as Medical Professional (+Restores 1 down and trauma), Experienced EMT (+20% HP) and my favorite - Chemical Courage (+25% dmg via pills). Trauma is your biggest cause of a sh*tshow in Nightmare. When you get mutation cards that let regular zombies chunk you for 25-30HP with 1 hit, it's going to suck.
  4. If you do not have a dedicated proper Melee or stunner (Shotguns with +Stumble Rounds are godtier), good luck. This also falls in the same category as Horde clear.
  5. An economy/scavenger (Support/Offensive/Utility) character is absolutely NECESSARY. You do NOT want to run dry of copper to relieve trauma/down heal and meds/grenades/etc inside a map. (Edit: There are NO free heals in the med cabinets in Nightmare.)

With that said, a character I find that was specifically made for Nightmare is Mom. Due to how Nightmare grants you ZERO downs, Mom's passive gives your entire team +1 Down as long as she's present in a team composition.

I've found success with Mom + Doc combos, but if you prefer not running Mom, you definitely need a +Down card, either individually (Life Insurance, Second Chance) or as a benefit to the team (The Needs of Many).

You absolutely need a DPS character (Preferably, long-range) who can handle the disaster that are Retch-type and Stinger-type special infected. These infected are 100% damage taken when active due to how insanely cheap their attacks are.

  1. If they're active, kill them first, not Tall-boy types. Why? You can kite and juke Tall-boys. The only way to avoid damage from Retch/Stinger-types is through LOS or trying to juke the AI by rapid strafing left and right, but this is tricky due to ping. Don't let them run away because they WILL hit someone again. (Character Preference: Walker, Jim, Hoffman)

A well-built Melee character can completely change your team's Nightmare experience. Try it out. NOTE: *These are VERY card-heavy roles. They are also very tricky to work with early, but once you get it running, its almost impossible to die. (*Character Preference: Holly, Evangelo)

An economy, scavenger flex character who will sustain the party's economy through their many, many screw-ups. (Character Preference: Karlee, Hoffman, Mom -- ANY that isn't Jim -- PLEASE, no more Melee build Jims lol)

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iv. Helpful Utility Cards

Again, this is VERY opinion-based, a lot of card setups can work, but these picks are what has worked for me:

Utility Cards

  • **Knowledge is Power (**+10% Weakspot damage, Allows players to see infected HP and damage values) - This card I've found to be amazing, as this makes the difference between running away from that Tall-boy approaching or taking it head-on because its literally almost dead.
  • Marked for Death (+10% DMG on pinged Special Infected and highlights them through walls) - At least 1 person wants to carry this. This is free damage and you get to see what the AI is planning to do in full highlighted glory.
  • Multitool/Screwdriver (+75%/+50% use speed) - Doesn't see much use in Act 1 except the finales, but anything you can do faster in this already fast-paced game will help you and your team out.
  • Down in Front (+10HP, No friendly fire done or received when you Crouch) - Good to have if you have room to fit it in your deck. Self-explanatory.
  • The Needs of Many (Self -20% HP for +1 Down for your entire team and self) - Delicious. Stack it with Mom (or Doc). You'll go down in Nightmare, trust me. Carry some defibs if you run out, they're dirt cheap.
  • Life Insurance (+2 Life for -50 copper per level) - Cute, if you don't have Mom (or Doc) with "The Needs of Many". If your team is running economy properly, which they should, take it if you have room in your deck. It's literally only 50 copper.
  • Second Chance (+1 Life, +5HP) - Starter card. Optional with Mom/Doc with "The Needs of Many".
  • Confident Killer (+1% DMG per special kill [until +15% DMG] that stacks until end of a level) Free DMG, adorbs. Remember, you only need +DMG on specials. Common infected die in 1-2 headshots. If you don't feel like you need it because your DPS player is on point, then use something else.

Scavenger/Economy Cards

  • Copper Scavenger (More copper found and spawns) is always nice to have. Combine with Money Grubbers and end up rich every time. More copies of this card spawns more in piles and in odd places.
  • **Money Grubbers - has a somewhat confusing description, but every time you or your team picks up copper, you gain an incremental stacking +5 copper on subsequent pick-ups, maxing out at 100. This means, at max, that 150 copper pickup will end up to be 250 copper instead. Don't leave home without it, x2 people carrying this means your team is now officially rich.
  • Compound Interest (+10% more copper in the next saferoom) - Nice, luxury card. Pool your entire team's copper to the 1 person who has this and gain a +10% more. Swim in copper. Buy all the upgrades. Win.
  • Lucky Pennies (35% chance to find +35% more copper on pickup) - Obtained by flawless Bar Room Blitz aka Don't let the jukebox break at any time before completion. Luxury card. Self-explanatory.
  • Support Scavenger (More Healing item spawns) another nice scavenger card. I've found that x2 copies of this basically showers you with healing items all over in a run. It's almost impossible to lose unless you royally screw up.
  • Offensive Scavenger (More Offensive item spawns) behaves the same as Support. I've had a few groups running x2-3 of these. It was hilarious. Too much razor wires. Too much grenades. Too much of everything, really.
  • Utility Scavenger (More Quick Item spawns). This really just needs x1 per team to work. Has questionable use, but when I found that my team obtained extra toolkits on the map, the mandatory triggering an Alarm door to progress is now an actual choice. Also, defibs galore!
  • Weapon Scavenger (More Weapon spawns). Interesting card. Luxury at best, but I've personally found value getting better guns early on with better attachments/rarities with this card on.
  • Ammo Scavenger (More Ammo spawns). Questionable. Luxury. You really shouldn't be running dry unless you have multiple people with similar ammo-type primaries. Hoffman alleviates this. Remember, if you encounter an Ammo box Quick item -- depending on quality -- dump your ammo first for your team AND then use it.

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v. Special Infected and You

Oh boy, the cause of such drama due to how some Special Infected setups become borderline unfair. (x2-3 Hocker, +2 Crusher spawn in a map with No Power/Light says hello?) I'm hopeful these tips will help.

Honestly, I have trouble distinguishing them at times so I just call them as follows:

Tall Meaty Guys:

  1. Tall-Boy - Its namesake, its a damn tall guy with a Thin meat arm. Shoulder weakpoint. Charges at you forever. Forever BS. 1-shot downs you with a nasty Slam. Juke with geometry or run straight towards its side NOT during its charge animation. Danger. Avoid getting hit at all costs. The director CLEARLY loves you if it decides to spawn 3 of these at a time.
  2. Bruiser - A tall guy with a JACKED meat arm. Shoulder weakpoint. Has NO charge. Point-blank AoE Frenzy attacks AND a knockback 360 filler attack if the Frenzy attack is on cooldown. Not as Dangerous, but annoying due to HP levels.
  3. Crusher - Incap variant. Tall guy that is currently choking on Meatball. Neck weakpoint. Charges forever. Irritating. Juke by running straight close to its side NOT during its charge animation. Also Juke with Geometry.

Big Bois or Meaty Bois:

  1. Retch - Aimbot BS. Head weakpoint. High priority target as its attacks are a 100% hit in the WORST possible moments. Will also get modifiers to almost DOUBLE damage taken for 1 full minute. BS.
  2. Exploder - Surprise 1-shot AoE down. Chest weakpoint. Not as high priority as its VERY easy to juke. Stagger and give room before you kill it. Can get modifiers to DOUBLE the knockback. Be careful in maps with falls.
  3. Reeker - Classic boomer without the vomit. No weakpoint (?). Don't let it explode near you or a horde event will happen. Only melee attacks. Poor baby.

Hockers or Aimbot guys, whatever, kill them:

  1. Hocker - Aimbot BS. Incap variant. Chest weakpoint. Kill it now or it will kill you later. Don't let it latch on a wall or its aimbot suddenly gets even more BS. Force it to go close to you via LOS juke.
  2. Stinger - Aimbot BS. High damage spits. Chest weakpoint. Kill it now or it will CHUNK you and your team with BS-level damage. Force it to go close to you via LOS juke.
  3. Stalker - True Value Jockey/Hunter. Incap variant. Head weakpoint. Just as dangerous as the other 2. Force it to go close to you via LOS juke.

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vi. Tips

Please feel free to add more!

(Reference to my previous post - https://www.reddit.com/r/Back4Blood/comments/qbiib8/people_who_completed_veterannightmare_which_cards/hh9yj2i/?context=3)

Protip #1: Unknown if this is a bug, but crescendo events in Nightmare has a tendency to NOT end. Don't hang around like you did in Veteran. It won't end. I'm looking at you, Pain Train.

Protip #2: Sleepers. EVERYWHERE. They spawn in new, CHEAP spots (such as literally within bushes) to fk you up.

Protip #3: Retches/Stinger types are 100% priority. More than tallboy-types. Tallboy types are possible to juke and kite. Retches/Stingers have aimbot and it is EXTREMELY difficult to juke the AI.

Protip #4: Don't be afraid to cheese. The game is trying HARD to cheese to kill you, beat it at its own game.

Protip #5: Bosses not killed are bosses that WILL return. That checkmark with "Boss defeated" is a lie.

Protip #6: Frag grenades are not the 100% solution anymore. Unless someone is running a meme deck of pure accessory damage, gone are the days of 1-shotting Tall-boy types due to the modifier, "Hardened". They will neuter your grenade damage by 75%. Flashbangs or kite, whatever it is, teamshot or STAGGER it.

Protip #7: Your hordes can get replaced by Specials instead depending on the mutation card. Beware of Reeker-type hordes. Exploders will instantly down you. But it will also instantly kill the other infected too. Remember: Cheese if you have to.

Protip #8: Remember, breaking an Armored weakspot is an auto-STAGGER. Use that to your advantage.

Protip #9: Kill birds with an upgraded Flashbang or Frag grenade. Learn how to kill birds without them. Remember, multiple alarms triggered STACK special spawns. Absolutely DO NOT trigger a bird, then have someone with the bright idea to trigger a car and a door because "There's loot inside them, it'll save time later!". You WILL wipe.

Protip #10: Snitches are now present on every map. Unless you get the mutated Snitcher, crown them.

Protip #11: You will end up triggering an alarm-type sooner or later. Always have an easy spot to retreat to.

Protip #12: The Wooden Armor card is a death wish. Might as well just jump off from a building instead.

Protip #13: Zombies with an explosive cyst in its head? Pop it and it'll kill all others nearby.

Protip #14: Later in the runs, you MAY get unlucky and get "Stubborn" & "Traumatic" modifiers in your mutation cards. These are the WORST and almost game-ending. The "Stubborn" modifier make any special that can incap NOT let your teammate go until the special is dead. The "Traumatic" Modifier DOUBLES their trauma damage. These are game-ending modifiers if you let it happen. (A single crusher grab with Stubborn + Traumatic can easily down someone and leave them with only 35% HP with the rest as Trauma, for example.)

(Edit) Final Protip #15: Getting downed will force zombies to attack your downed character, thus killing you faster. Veteran & Recruit zombies do not do this. This makes running Defibs, already cheap as they are -- critical.

**Lastly: Don't forget to take a break. Nightmare is an entirely different game, it can get absolutely unfair, but remember you're there to have fun and not burn out.

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vii. Map Strategies

Per u/Rookie2171 : "One more thing I like to add, for each checkpoint, you and your team can adjust according to how the maps work. Act 1 Chapter 4, get more use for church and finale. Act 1 Chapter 1, get speed to run through after clearing the specific point of every map. "

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I'm sure there are better strategies in Act 1 maps, but these are some of the ways that gave me success:

Resurgence -

  1. Toolkit the bridge, if you want. It's a questionable strat. It's the easiest horde event in Nightmare. Use the bed instead in the back of the collapsed room to create a choke point when you activate the bridge loud. Infected will have to climb or funnel themselves in the small closet walkway. Only danger is Tall-boys or Retches. Hope you have a grenade or propane/gas can.
  2. Sleepers and Snitches are now everywhere. Slow and steady, but not too slow.
  3. The warehouse + truck area with birds are tricky. If you activate birds, don't be afraid to run to the previous room with the ladder.
  4. Make use of propane tanks/gas cans. They can 1-shot Tall-Boy variants which is your biggest cause of wipes early on.

Tunnel of Blood aka RNG disaster -

  1. If you're planning to run in the beginning, hopefully your team saved enough for Firecrackers, Pipes and Flashbangs. Why Firecrackers? They're basically budget pipes. They distract the Ogre, too.
  2. If your mutation cards has Fog, expect at least 3-5++ sleepers inside the Tunnel when you run.
  3. Expect a Tallboy, Exploder or Hocker/incap variant/s the moment you enter the tunnel. Lol.
  4. Easier, but slower way is to do it is The Ogre Bait with 1 player (preferably Melee) who can lure Ogre to the safe room to force a despawn. Remember, opening the safe room countsdown an invisible timer that will eventually close the shop. Refill your ammo afterwards if you're quick enough to despawn the Ogre.
  5. 2nd Ogre spawn point -- either run away from it to progress (risky) or fight in the small room before the final big tunnel. If you choose to fight in the small room, expect Specials to spawn from past areas and the small room with an unusable ladder to your left.

Pain Train -

  1. The Crescendo event doesn't end. I have no idea if its bugged. Use the Blue train car with some boxes to defend. Infected can only attack you from behind by climbing up. Again, don't wait for it to finish -- zombies will spawn endlessly. I DO NOT advise the Toolkit room in the Trainyard if you have Blighted Ridden. It's a DISASTER.
  2. If you get a boss card, if it doesn't spawn in the beginning, expect it to spawn in the forest/swamp. Kite it to the safe room. DO NOT fight it in the forest/swamp. If you don't manage to kill it, expect it to spawn again in the same spot at the WORST possible time. Remember, do NOT stand on the possible spawn point as you WILL take damage or get downed instantly. (Spawn points: Beginning area near safe room, Small campground in forest/swamp and literally in the middle of the swamp)
  3. This map is total BS. Try your best. Or have a speed deck Evangelo cheese it for you, lol.

The Crossing (aka, the fking Boat)

  1. This one is almost virtually the same as Veteran, just expect Sleepers in the initial area before you do your bridge run.
  2. The Crescendo event doesn't end. When you reach the end of the boat to pick up bombs, the zombies DO NOT stop spawning to give you breathing room like in Veteran/Recruit. If they do, then BOOK it. I have yet to experience them stopping.

\*Per* u/Orbry & u/cheldog - x2 to stay on humvees and x2 on bombs will send majority of Ridden on the 2 humvee players. This is worth to try!

A Clean Sweep

  1. The Breaker has poor AI. Just don't get hit by it. Or have someone juke it by crouching on the hood of the Invincible Army truck to the left. (Be careful of the exploding car infront of you!)
  2. Expect new Sleeper spawns.
  3. Learn to kill the birds with or without grenades.

Book Worms

  1. You can get a boss mutation card here. I find Breakers easier to handle than the Ogre. If its the Ogre, sit inside the library to force a despawn. Remember, it will respawn later if not actually killed yet.
  2. New sleeper spawns as usual.
  3. Try to be speedy with your window objective as hordes in the library are DISASTROUS. I hope you get a Special Infected horde instead, like a Hocker/Stinger horde where you can just LOS juke. (If you get a Library Horde, PLEASE run to the top of the ladder where a possible Toolkit Room is. It will force ALL infected to use the ladder to attack you.)
  4. Be careful of sleeper spawns and cars in the open area.
  5. If a regular horde is active and you're close to the apartments -- BOOK it and activate it to access the basement. Kill the 2-3 sleepers inside and hole up.

Bar Room Blitz

  1. Hope you're not trying to get the Lucky Pennies card here. Lol.
  2. If the Juke Box breaks, let it break so you can have a breather.
  3. As usual with defensive finales, Barbed Wires are clutch.

Special Delivery

  1. Expect new sleeper spawns. If you HAVE to kill a mutated Snitch (which you will), find defensible positions. Like near the safe room, the 1st possible security door near the end of the first open area or near Toolkit rooms/areas. Upgraded Razor Wires come in clutch if you have or can find them. Expect an objective box inside an Alarm Door.

The Diner

  1. Nothing too different than what you've been doing in Veteran. Defend in any of the back 2 corners of the Diner. Spam Razor Wires. "Cart" all the items and ammo from the front of the Diner to your make-shift base. (By "Carting", grab all items then drop them in a respective area)

Bad Seeds

  1. A speed-deck Evangelo can meme this entire stage if you have one. Don't expect much items to scavenge, however.
  2. Defend in the farmhouse if you get permanently blocked doors. If not, I find the Hill with the final Nest node easiest. Be careful of knockbacks because you can get launched into the River.

Hell's Bells

  1. The makeshift fort is the best to defend with 1st Horde event. Critical part is to have 1 person defend the right-most opening, which is the biggest opening. (Unless someone has a better idea. I've found that to work the best. I'm open to suggestions!)
  2. Don't bother avoiding the Hag. It will aggro at the worst possible moment. Bring a possible minigun you find early and put it inside a Tool-kit room. Hopefully your Tool-kit room is near where the Hag spawns. Proceed to blast it and the horde event it creates on activation.
  3. At the Church event, don't dilly-dally. Close the Saferoom Door and put x1 Plank per window ASAP. Easy win. Easier if someone Pipebombs initially before you start putting x1 Plank.

Abandoned (aka the WORST)

  1. Oof, I am hopeful that when you started fresh, you have enough Economy to have enough team grenades/upgrades. Because you WILL need it.
  2. Possible boss card, If its a Breaker - remember it can walk INSIDE the gas station building. If its an Ogre, kill it as usual by hiding from its attacks. Remember, if that Ogre isn't dead, it can respawn outside the fence in the Crescendo Event where you run to the house. It can also respawn during your Mineshaft run. Gross.
  3. The walk to the nests have always been the same. Avoid triggering the new Sleeper spawns. Kill the Snitches. Kill or avoid the birds. Hole up in the top backmost bedroom in the House when you start doing Nests. Remember to have 1 person looking inside the bedroom/bathroom because BS can suddenly materialize out of thin air when no one is looking. (See: Sudden game-ending Tallboy spawn from that tiny bathroom because I forgot to keep looking at the bathroom.)
  4. The Mineshaft Run. Absolutely gross. I hope your boss card wasn't a Hag. Otherwise, good luck. Same as always, be careful of new Sleeper spawns and hope you have enough grenades to close the shafts and stamina to run away. I had 2-3 Crushers, 2 Bruisers, 1 Stalker/Hocker and 2 Tallboys chasing my team in the run. This stage can make or break your entire run.

The Sound of Thunder

  1. Hope you have a Karlee flex and/or +Use speed utility character. Nothing different here as previous difficulty strats. Easy.

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viii. Closing Statements

As you can see or have experienced, Nightmare is or can be a total disaster. Back 4 Blood is an interesting game that it doesn't always reward speeding through a level like Left 4 Dead did. The rewards the game gives you is mostly being fast enough to scavenge everything you can without triggering Alarms or taking too much "Chip" damage to finish your objective. Being too slow can work completely against you, however.

I hope this small guide will help future attempts or has helped you learn something new. Again, please feel free to add more tips and I'll add them in!

External link →
over 2 years ago - /u/TRS_TheGentlemanSQ - Direct link

Great write up, this is pretty accurate to how we ran the nightmare balance team. We did a couple of attempts at getting through it with just starter cards, it was really hard, I think we got through Evansburgh and then had to focus on other stuff.

2 of our designers beat nightmare with just bots (bless their hearts).

Pro tip #1 is not a bug. We like to add little tricks to each new difficulty.

Our accessory player DID keep grenades for tallboys (and ran bomb squad), but we only use them when we were backed into a corner or in a really bad spot.

Not sure if it was mentioned, everybody feeds their accessories to a specialist teammate, nobody uses any items they don't have cards for.

Doc with an anti trauma bud was super necessary, I was usually that player, I also ran most the econ cards (support life).

The first rule of nightmare club is don't take unnecessary damage (if you are often getting hit by tallboys, it's back to veteran for you). In most cases positioning and rapid repositioning (like if you hear a hocker about to spit) is the key to success.

If you aren't focusing high priority targets as a team, coordinating cards, purchase and ammo, you are gonna have a really rough time.

I've also been reading a lot about the RNG in nightmare, a part of the difficulty is adapting to anything the director throws at you. We spent a lot of time trying to balance out kill screens and I know the current difficulty is really really hard, but it's doable. Usually when our runs end, it's because of all the mistakes we've made added up and we succumbed.

It's awesome to see discussions in this stuff! Hope you guys are having fun!

over 2 years ago - /u/TRS_TheGentlemanSQ - Direct link

Originally posted by Kr4k4J4Ck

a part of the difficulty is adapting to anything the director throws at you.

The stuff like getting a Hag on the first level of Act 1 is a little insane, since you lack the weapons or cards for any meaning-full dmg output. But for the most part Nightmare has been awesome.

That I can agree with

over 2 years ago - /u/TRS_TheGentlemanSQ - Direct link

Originally posted by Skewjo

u/TRS_TheGentlemanSQ, I just want to say thank you to the balance team for a job well done. It feels like there is a pretty steep curve between rookie and vet, but I'm betting the decision to have 3 difficulties instead of 4 was not made lightly.

Also, thank you guys for making character differences (and item differences in general) actually meaningful. It's so refreshing to see relevant modifiers that don't feel useless like... "2% damage boost to a single enemy type with a specific shotgun when playing on a nighttime map in the fog on Tuesdays "

Ya, it took us awhile to get our modifiers into a place where we felt most types of players would be happy.

In the studio, we almost had 2 types of card users, 1 thought that most stat cards were useless and we should only have big feel cards (like the knife card) and the others were min max players that wanted to push and pull their characters with stuff like 5 % movement speed gain.

Edit - oh forgot to mention, the steep transition is mostly because we intend most folks to play through recruit and then go higher and we didn't want to force players to go through them in order by locking out higher difficulties (some players can simply out skill the need for cards and find the lower difficulties a little dull).

Each higher difficulty starts roughly where the previous one left off, so the begining of each are a bit steep until you get used to it.

over 2 years ago - /u/TRS_TheGentlemanSQ - Direct link

Originally posted by RoosterAfroo

Hey there! After lots of testing and reading around the reddit, I've come to the conclusion that I don't know, and noone seems to know, what the "Cleave" part of the Mean Drunk card does, I've found no place to make a proper report (this one might be on me though), since I'm kinda leaning towards thinking that it does nothing.

Sorry for posting here but since you are already here I figured it wouldn't hurt.

Great game and big fan of the balance, I missed old games that requiered you to actually learn the ropes. Looking forward to beating nightmare with my team!

Every time you hit an AI the melee trace stops. With mean drunk, the trace goes through and hits everything behind it.

over 2 years ago - /u/TRS_TheGentlemanSQ - Direct link

Originally posted by RoosterAfroo

First of all thanks for your response, very very appreciated. The thing is that was one of my hypothesis, but unless I'm misunderstaing what trace means (and that could very well be the case, english's not my first language), it just doesn't seem to work that way, I've done tests, and with or without Mean Drunk, I kill the very same amount of stacked enemies (tested with different kind of special/common combinations) and results never vary, regardless of Mean Drunk.

Another user has done some very well done tests as well, their results, which indicate the same as mine, can be found on this post: https://www.reddit.com/r/Back4Blood/comments/qcza74/mean_drunk_mechanics/

We will look into it