Back 4 Blood

Back 4 Blood Dev Tracker




27 May

Originally posted by MysteryPerker

Are you keeping the old card mechanics of one per level also in place with two different versions of each difficulty or is this completely replacing the old format?

It replaces the old format, we may allow for multiple deck styles in the future, but we didn't want to split match making pools more right now.

Originally posted by chomz147

Not sure I agree necessarily with full-deck on recruit because I think it's going to encourage people to not care about the order of their decks for Vet/Nightmare but who knows.

I'm hoping what this means is all difficulties will be reworked to start with your entire deck. After playing No Hope I think the game plays and feels much better getting your entire deck from the start, then balancing the difficulty around already having your entire deck.

The current selection of one card per-level makes the acts feel harder in the beginning but easier as it goes on which never really made a lot of sense to me.

This was our thoughts exactly. We did some balance work to help balance out having 15 cards. But in general, recruit is easier, Veteran is slightly easier, nightmare is about the same and No Hope is harder.

Originally posted by psychedelicstairway4

Cool.

I'll never play Holly anyway so I don't really care about her changes, but other characters will look like more of an interesting choice for melee builds.

Not sure I agree necessarily with full-deck on recruit because I think it's going to encourage people to not care about the order of their decks for Vet/Nightmare but who knows.

New burn cards look interesting. Increased accessory spawns, weapon attachment spawns, +1 extra life for entire team, +1 upgrade level for support accessories, whole team starts with max armor.

All difficulties now share the same format as No Hope.


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