Back 4 Blood

Back 4 Blood Dev Tracker




16 Dec

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    Trello on Trello - Thread - Direct

Sometimes players can end up with 6-8 Cleaners in the game, more than the 4 maximums.


15 Dec

Originally posted by LeadOrNothing

I am confused on why they felt the need to completely rework Adrenaline Junky.

My guess is that they wanted it to be a card that non-melee builds might consider using too. Gun builds never used Adrenaline Fueled because they are really dependent on sprinting to kite/reposition. In situations where there aren't commons to kill, the -75% stamina regen would make it feel terrible trying to dodge Breakers, Ogres, Tallboy Hordes, etc.

With the new Adrenaline Fueled, a gun build can get the extra stamina for kills during busy fights without feeling useless in the abovementioned situations. (I can see how it could be useful in T5: drop razor wires by the front door to get infinite stamina from common kills while you go sprinting for boxes.) Now, to compensate for removing the -75% stamina regen, they'd have to nerf the stamina gained on kills.

My guess is the devs also thought this wouldn't impact melee too much, seeing as melee builds al...

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This is pretty accurate

Originally posted by KillerUzi_

“During endless Hordes and back-to-back hordes, all Horde Special Ridden are limited to 2 of a given type and a maximum of 4”

God bless. I was playing veteran with randoms and on the same map that the “A Clean Sweep” mission (2-1) is on, I had 10+ Tallboys spawn all together. My team and I barely survived. Cant remember if it’s after the Breaker spawned on mission 2-1 or the other mission that takes place in the same map. Either way it was brutal.

10 plus Tallboys at the same exact time or did they spawn within a shirt period?

Originally posted by With_Faith

What was the average coffee consumption while working on this patch? That is an insane amount of (exciting) changes!

Patch lines up with my changed work schedule, so excited to try everything out!

I actually switched to green tea and I only drink it in the morning. The late afternoon caffeine used to wreck my sleep schedule.


14 Dec

Originally posted by per-sieve-al

Please add massive rush deterents (i.e. hocker hordes if you are too far away from team mates)

This is on our minds, but as we dig into it can easily become very heavy handed. We don't want rush builds to become completely unviable, so its not an easy problem.

Originally posted by KungFuSpoon

Is there a consideration for custom difficulties in the future?

It would be good to have a custom mode with sliders for various things like base HP, Ammo, player damage, lives, continues, healing cabinet charges, ridden HP, ridden damage, spawn frequency/volume, FF damage, the corruption card pool and so on.

I feel like there are so many layers to the game that three or four difficulty settings limits the experience, and being able to create hybrid difficulties would create experiences unique to the player and what they enjoy.

I get that this is no small ask, but it would allow the game to remain fresh fo years to come.

This is something we've always wanted to do, but is a large amount of work, so I am not sure when we will even be able to start considering it as a possibility.

Originally posted by deadheaddraven

Just a meme for fun, I actually think the December update looks really promising

I laughed out loud and startled my Yorkie as he slept.

Originally posted by A_FilthE_Casual

A lot of people that have issues with the overall difficulty going down are forgetting something important. Having the difficulty lowered allows for easier access to a wider variety of players that have incentive and ease of access to play the harder difficulties now. TRS has also shown that they are obviously taking the community's thoughts into consideration. They have not disappointed the majority of it's players and have made it possible for more players to join. Without a doubt this has exceeded their expectations for the game's roadmap. The new difficulty is scheduled for 2022 and is actively being worked on according to the B4B Trello. I believe with certainty that it will be a more appropriate level of difficulty for the old and new batch of Nightmare enthusiasts that will be in need of a challenge.

It will be on par with old nightmare but with a larger focus on deck building and teamwork. The same group of players are balancing it, so it'll be spicy for sure.

We want the difficulty to change how players playthrough the content and feel fresh, so we are adding a couple of new tricks to it. It'll take some time to work it out and playtest though!