TRS_TheGentlemanSQ

TRS_TheGentlemanSQ



27 May

Originally posted by BruenorBattlehammer

So we get our decks at the start and then just pick our own burn cards level to level?

Correct, but we also increased the spawn counts for Basic and Random Card shrines, so you still get a power progression while exploring through a map.

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.


13 Apr

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


06 Apr

Originally posted by EnigmaticRhino

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.

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

Originally posted by Rhubarbatross

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.

Originally posted by mahiruhiiragi

Disarm birds? I knew those things were government drones.

Lol, good call back

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.

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.

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.

Originally posted by YungKingAj

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.

Originally posted by nova979

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.

Originally posted by Mizmitc

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.

Originally posted by Blakeyy

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.

Originally posted by Keithustus

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.

Originally posted by NimbleNavigator19

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

Originally posted by BaeTier

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