Hmm is disarming a Use Speed interaction? Or just a set timer? If it's the former I can finally shine as the only person who takes Headband Magnifier early.
Hmm is disarming a Use Speed interaction? Or just a set timer? If it's the former I can finally shine as the only person who takes Headband Magnifier early.
Currently not affected by use speed. Felt like it would trivialize the disarm tradeoff.
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
Yeah, how do we explain Disarming birds? do we throw down some food and it keeps them happy?
Well, I think it's implied that you are doing something to cause them to explode.. ahah we left it a little vague on purpose I think.
Disarm birds? I knew those things were government drones.
Lol, good call back
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.
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.
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.
More Tallboys
Nah, fixed the spawning issue, so less tallboys.
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.
I hope it’s like enter the gungeon. There becomes two ways to finish the level, a hard mode and easy mode. Idea here being I’d you make it through the tunnels you did it on hard mode and maybe get more bonuses
Yep, kinda.
So only the player with the card will be able to unbolt in the wild? Or one person having it allows the whole team to?
If one player has Weapon Smith the whole team can use it, if multiple players take it, it becomes cheaper to unbolt.
I expected one of the cards to be about alarm doors. Still curious about what this will be.
Stealthy passage allows players to disable birds (they pop lol), door alarms and car alarms. If players are damaged during the disarm period the hazard triggers. Successful disarms grant the team 25 copper each.
But for what cost?
- With card: outside, for 400 copper.
- Without card: inside….for…0? 400?
Base price is 500, the card will reduce it for the whole team anywhere a weapon is unbolted.
So I'm a bit confused. Have we always been able to remove attachments in safe rooms?
Nope, unbolting is new with the next patch
so you're saying it's a one-time cost of 500 copper(less if using the card) to apply this "unbolted" effect to a specific gun that will allow you to remove as many attachments freely from it as you want? Like it's not per attachment or anything?
Correct
Weaponsmith wording implies you can remove attachments in the saferoom regardless of cards in next patch.
Without the card, you can unbolt any weapon permanently while in the saferoom for 500 copper. This means you can swap and drop all current attachments on the weapon and all future attachments you put on it. The weapon smith cards makes this cheaper for your entire team and allows you to unbolt weapons out in the wild.
We've also added new legendary attachments to the game, so unbolting is very very powerful.