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Has there been any information released on the new difficulty? We are a week out from launch & as far as I am aware nothing has been said on the subject. How does it differ from Nightmare?

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

It's hard to sum it all up, there are quite a few changes. The biggest change is that players start with their entire deck. We added more random card shrines, which turned out to add really fun roguelite like progression and rescaled the ridden power curve, so it's easier at the start of the act and much harder later.

I removed walker, jogger and runner commons and added a new type that is faster than sprinters.

In general it feels more fair, but mistakes are punished pretty hard. If you come into the mode with a bad deck and little team play, it'll feel harder than old nightmare. If you come in with solid teamwork and good decks, it flows really well.

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

Originally posted by YungKingAj

More Tallboys

Nah, fixed the spawning issue, so less tallboys.

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

Originally posted by FS_NeZ

This won't be it.

Nightmare already has

  • 1 ambience effect (fog, darkness, toxic spill, etc.)
  • 0-1 boss cards
  • 1 card for the secondary objective
  • 1 card for the common ridden (volatile, blighted, etc.)
  • 1 card each for Tallboy, Reeker and Stinger family trees that also decides which variant you'll mostly get

So that's usually 6-7 cards.

This means, unless TRS adds a completely new category of corruption cards, No Hope cannot simply have more cards.

I expect NH will get completely new cards that can ONLY appear on No Hope. Cards like

Faulty Bullets
Shooting weapons also reduces the ammo count in the reserve of that type by 1.

We removed boss objectives. Bosses can now attack you at random while you work your way through the map.

We also added an additional common variant roll to every map.

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

Originally posted by EnigmaticRhino

Kind of a nothing sandwich, but the devs mentioned somewhere they were kicking around the idea of not letting you use burn cards in No Hope to make it the ultimate test of your abilities. Ultimately they decided that letting players play their own way was the best option.

So uh, we know we'll get to use burn cards lol. Also we're 2 weeks out from launch.

Ya, we kept burn cards in. I could be mistaken, but I think there is a no burn card achievement though.

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

Originally posted by glitchboard

No free heals, lower item spawns in map, lower cleaner base health, higher damage to trauma conversion, lower bullet stumble ratio, fewer starting cards, and more corruption cards as well. (November also had bugged crushers that took no weakspot damage, but I don't think that's coming back lol. Also, no burn cards then either.

This is mostly correct, you get more starting cards, but No Hope has less copper piles per map and they are all small. We also removed all freebie accessories from the world.

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

Originally posted by glitchboard

That's just a little tweak worth mentioning lol. Does that include those produced by utility scavenger and the like?

No, scav cards still produce items

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

Originally posted by cHinzoo

Would there be a less punishing mode while still starting with ur entire deck be possible in the future for the less skilled players? Playing with ur own deck is really great, but usually by the time u get to that point, there are only very few levels left to actually make use of it.

No Hope is probably too difficult too for me and my bois. Maybe a toggle or checkbox to start with ur entire deck before a playthrough?

It's definitely a possibility