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Back 4 Blood |OT| Shouldn't this game be Left 4 Dead?

Spukc

always chasing the next thrill
Jfc… the last episode of act 3, and act 4 are just ridiculous. There is nothing fun about it. It’s overwhelming, exhausting, annoying, just straight up unfair at times, and definitively the least fun levels I’ve played out of any horde shooter out there.

Awful, just awful that they thought making the game this difficult was a smart move. After I beat Act 4, I will likely never touch act 3 or 4 ever again. They pile on the corruption cards, making it completely unappealing to replay. I’ll just stick to act 1 and 2, but that sucks because there are a bunch of other fun levels in act 3, they are just too fucking over whelming with the waves of hordes, specials and ogres, and ultimately not worth the time and effort.

Ugh, fuck this new culture of video games being stupidly hard. I hate it.
sounds like my experience with returnal and using the items.. it was easier not using anything
 

The Cockatrice

Gold Member
I never even beat act 4 lol, I just gave up. Hopefully the big patch tomorrow will help the situation

I played with friends on Hard and it took us a lot of retries to beat some parts of act 3 but we still enjoyed it. I vcan see why some would have issues if you play with randoms. Its mandatory to have a medic imo which i played, with perks like healing everryone when u heal someone or the one that heals every one when one is down, less trauma dmg, etc. Act 4 was easy tho aka the boss.
 

Kev Kev

Member
I played with friends on Hard and it took us a lot of retries to beat some parts of act 3 but we still enjoyed it. I vcan see why some would have issues if you play with randoms. Its mandatory to have a medic imo which i played, with perks like healing everryone when u heal someone or the one that heals every one when one is down, less trauma dmg, etc. Act 4 was easy tho aka the boss.
They need to balance the game for people playing with randoms bc that’s what most people do

Considering that, no, Act 4 was not easy.
 

The Cockatrice

Gold Member
They need to balance the game for people playing with randoms bc that’s what most people do

Considering that, no, Act 4 was not easy.

U should be the medic then :messenger_halo: carry ur shit team mates is all the advice I can give. Or play the melee build tho I think they nerfed it? esentially what it did was make you invulnerable cuz u gained a ton of hp back from hits. Dunno if that is still the case.
 

Kev Kev

Member
here are all the fixes they made.

i'll post it in pieces because its super long and i cant fit it into one post. i would just give the link but itll be easier for everyone to see and discuss/quote if its posted directly here.

*deep breathe in*

NEW FEATURES

  • Offline Campaign with Progression
  • New Supply Lines – Roving Merchants
    • Time-limited track added that provides new unlocks to spend Supply Points on
  • New Card Type – Burn Cards
    • New card type added that is available through the Roving Merchants Supply Lines
    • This card type can be played in each Saferoom to gain temporary effects like instant healing, currency boosts, increasing resistances, and more
  • Holiday Seasonal Event
    • Holiday decorations added to Fort Hope and the Firing Range
    • Unlockable seasonal character skins, weapon skins, emblems, and sprays added
  • New (non-Burn) Cards
    • Belt Clip – Increase Quickslot Inventory by 1
    • Utility Belt -Increase Quickslot Inventory by 2. -10% Damage Dealt
    • Tool Belts – Increase Team Quickslot Inventory by 1
  • Ridden Practice Area added to Fort Hope
    • Option added to play as a Ridden while in Fort Hope to practice fighting and exploring Mutation abilities
  • Bots that accompany the player in Solo Campaign are randomized
  • Ultrawide improvements
  • Stat tracking now enabled in Training
  • Notable bug fix: Fixed an exploit that allowed players to duplicate offensive utility items
  • Notable bug fix: Fixed an exploit that allowed players to select duplicates instead of one card
 
Last edited:

Kev Kev

Member

CAMPAIGN UPDATES

  • General
    • Developer Note: We made the following changes to make the controls on PC feel more snappy.
      • Increase player acceleration to 2100 (was 1900)
      • Brake friction to 7 (was 6.5)
    • Player starts with max ammo when beginning a run
    • Cleaner hitboxes are more accurate, reducing accidental friendly fire
    • Aim assist when targeting armored commons is improved
    • Friendly fire damage no longer increases with each weapon tier
    • Healing Efficiency now improves temporary healing
    • Bots now keep their existing inventory and upgrade their weapons with each map
    • Made improvements to saving individual matchmaking settings in Quickplay, Campaign, and Training runs
    • Added clarification to the “Leave Game” prompt while in a party
    • Smoothed out player collision near the Ogre’s spawn points
    • ZWAT achievements now also grant the ZWAT Team title
    • Added one additional card draw to Acts 2 and 3
    • Improved the navigation of large Special Ridden between the first and second objectives on Search and Rescue: A Clean Sweep
    • The jukebox can no longer be damaged after the last bus is loaded on Search and Rescue: Bar Room Blitz
    • The remaining research boxes will be highlighted after a certain amount of time has passed on Dr. Rogers’ Neighborhood: T-5
    • Improved navigation for Special Ridden inside of the saferoom on Dr. Rogers’ Neighborhood: Garden Party
    • Made improvements to collision around the mortuary for Ridden and Cleaners on Remnants: A Friend in Need
    • Adjusted the waypoint for the gate objective on Remnants: The Road to Hell
    • Added additional spots for Ridden to enter the quarantine area if the one way door is closed on Remnants: The Road to Hell
    • Readjusted the appearance of an NPC in Job 10:22: Heralds of the Worm, Part 1 for consistency in Campaign and Training modes
    • Confirmation is now given immediately after reporting a player
    • Changes have been made to the Credits
  • Speed Card Updates
    • Developer Note: We noticed that the use of speed running decks was creating tension between players as a single player would utilize a speed running deck to separate from the rest of their team to rush ahead to finish the level. We made the following changes to bring speed running more in line with the viability of other strategies and builds.
    • Evasive – Speed reduced to 15% (from 20%)
    • Fleet of Foot – Move Speed bonus reduced to 8% (was 10%)
    • Fleet of Foot – Damage Resistance trade off increased to -7% (was -5%)
    • Mad Dash – Stamina Efficiency reduced to -40% (was -30%)
    • Olympic Sprinter – Damage Resistance trade off increased to -7% (was -5%)
    • Pep in your Step – Move Speed bonus reduced to 8% (was 10%)
    • Rhythmic Breathing – Stamina bonus reduced to 40% (was 60%)
    • Rhythmic Breathing – Now +40% Stamina, removed drawback -20% slow resistance
    • Run Like Hell – Changed to remove the Move Speed buff for 3 seconds when getting hit
    • Run Like Hell – Move Speed bonus reduced to 12% (was 15%)
    • Speed Demon – Move Speed bonus reduced to 4% (was 6%)
    • Stimulants Card Refactored. No longer gives move speed. Now gives 20% stamina regeneration, increased reload to 15% (was 10%), & increased swap speed to 15% (was 10%)
  • Combat Card Updates
    • Developer Note: We received feedback that players did not feel that slow and steady combat was as viable as other strategies. Additionally, we wanted to balance the changes to speed running in general. We’ve refactored and buffed the following combat cards to make combat more viable.
    • Cold Brew Coffee – Now ADS Speed +25%, Weapon Swap +25% ,Use Speed +25%, Reload Speed +15%
    • Combat Training – Removed 50% bullet penetration. Added +1 bullet stumble and +5 melee stumble
    • Combat Training – Now +5% bullet damage, +25% Bullet Stumble
    • Energy Drink – Stamina reduced to 15% (was 40%), Removed -5% damage resistance, Added Weapon Swap +25%, Move speed while firing +15%, Slow resistance +10%
    • Highwayman – Tooltip update to include all secondary weapons, ammo chance increased to 3% (was 2%), now has a chance to spawn Molotovs
    • Large Caliber Rounds – Now +7.5% bullet damage damage, +200% bullet pen, penalty removed
    • Line ‘Em Up – Now Range fall off +10%, Recoil Control +15, Bullet Pen +25%, ADS speed +25%. No longer requires ARs
    • Marathon Runner– No longer disables sprint
      • Developer Note: Intent with this is to enable kiting.
    • Mugger – Ammo chance increased to 3% (was 2%), now has a chance to drop razor wire
    • Patient Hunter – Reduced time per stack to 0.75 (was 1)
    • Power Swap – Effect can no longer be stacked
    • Power Swap – Weapon swap window increased to 1 second (was 0.75)
    • Power Reload – Reload window increased to 1 second (was 0.75)
    • Silver Bullets – Now +10% bullet damage, +15% to range falloff, penalty removed
    • Steady Aim – Added a stacking buff while ADS with that gives 10/20/30% recoil reduction over 2.25 seconds
    • Tunnel Vision – Added stat that increases weak spot damage the longer player is in ADS 5/10/15% over 2.25 seconds
    • Team Ammo (Vendor card) – Now also gives +1% increased damage
    • Well Fed – Removed 20% stamina efficiency
  • Healing Card Updates
    • Developer Note: In addition to the combat card buffs, we’ve made the following changes and buffs to healing cards.
    • Fresh Bandage – Now heals 15 health at the start of each level
    • Fresh Bandage– Trauma recovery increased to 15 (was 10)
      • Developer Note: This was buffed to mitigate the loss of trauma heal on Experienced EMT
    • Group Therapy – Heal increased to 8 (was 5)
    • Life Insurance – Life reduced to 1 (was 2), Now reduces team incap trauma by 15%, Remove copper loss
    • Needs of the Many – Health penalty reduced to -10 (was -20%)
    • Pep Talk – Now gives 3 flat damage resistance from all sources while reviving & grants 10 health to the revived target
    • Saferoom Recovery– Now also heals 15 health and trauma recovery up to 7 (was 5)
      • Developer Note: This was buffed to mitigate the loss of trauma heal on Experienced EMT
 

Kev Kev

Member
  • General Card Updates
    • The cards Share the Wealth, Box O’ Bags, Surplus Pouches, Experienced EMT, and Saferoom Recoveryno longer apply their effects an additional time after a team wipe
      • Developer Note: We identified a bug where a number of cards were applied more or not as intended after a team wipe.
    • Team ammo cards on the vendor now give a 1% damage increase
    • Adrenaline FueledCard Refactored. No longer gives bonus stamina, no longer reduced stamina regen, no longer gives instant stamina, fueled stamina regen now stacks 5 times and gives 7 stamina over 7 seconds
    • Ammo Mule – No longer disables support items, but lowers move speed by 5%
    • Bounty Hunter – Updated text to mention contributing team kills
    • Experienced EMTCard Refactored.Bonus Health reduced to 10% (was 20%), now also increases Stamina and Stamina Regen 10%
      • Card was refactored to make it usable in more situations.
    • Experienced EMT– No longer heals trauma
      • Developer Note: Due to the bug fix where this card was applying its effect more than intended, this ended up healing trauma which was not intended. We have buffed other cards such as Fresh Bandage and Saferoom Recovery to mitigate this change as well as adding a free first aid cabinet recharge to Nightmare.
    • Energy Bar – Stamina Regen increased to 30% (was 20%)
    • Hyper-Focused – Adjusted penalty to -40% move speed while shooting or melee attacking (was -75% ADS move speed)
    • Wooden Armor – No longer increases explosion damage taken
  • Corruption Card Updates
    • Corruption Boss cards will no longer appear at the start of an Act
      • Developer Note: These cards were causing a difficulty spike in all difficulties. We want players to have more time to prepare for bosses and later chapters.
    • Hag will no longer spawn with The Fogcorruption card
      • Developer Note: The Hag was stacking with boss objectives, causing a difficulty spike in all difficulties.
    • Fog’s maximum density reduced for Gloom and The Fog corruption cards
    • Breakers removed from all difficulties of Search and Rescue: Book Worms
  • Balance Updates
    • All guns set to have the same Aim Assist snap length-duration
    • Aim Assist now locks onto the center of Sleeper base instead of the body
    • Aim snap time reduced to 0.1 seconds (was 0.25)
    • Made Aim Assist feel smoother when aiming at targets
    • Bird’s health reduced to 1 (was 10)
    • Flash Grenade damage reduced to 1 (was 5)
    • M16’s damage increased to 16 (was 14)
    • Burst M9’s damage increased to 12 (was 10)
    • Razor Wire is now a Quick Slot item
    • MP5 – Fire rate increased to 50%
      • Developer Note: decreased functionality was not intended, the MP5 is now in line with expectations.
    • 870 – Fire rate reduced to 0.40 (was 0.55)
    • Combat Knife – Increased combat attack width
    • Lightweight Stock – Blue attachment movement speed buff reduced to +7.5% (was +10%)
    • Lightweight Stock – Purple attachment movement speed buff reduced to +10% (was +15%)
    • Nightmare and the shooting range in Fort Hope now multiply base friendly fire damage values by 2x
  • Balance Updates – Difficulty Specific
    • Developer Note: One of our goals this patch is to decrease the disparity between the various difficulties so there isn’t as much of a jump from Recruit to Veteran to Nightmare.
    • Recruit:
      • Player base damage resist increased to 25% (was 20%)
      • Continue currency bonus increased to 300 (was 250)
      • Continue Heal bonus increased to 75 (was 25)
      • Continue Trauma heal bonus increased to 25 (was 20)
    • Veteran:
      • Rescaled friendly fire values
      • Sleepers no longer call hordes
      • Player base damage increased to 120% (was 100%)
      • Player base Health increased to 115 (was 100)
      • Player Base ammo capacity increased 120% (was 100%)
      • Trauma heals per safe room +5 (was 0)
      • Continue currency bonus increased to 200 (was 150)
      • Continue Heal bonus increased to 25 (was 15)
      • First aid cabinet free use increased to 2 (was 1)
    • Nightmare:
      • Rescaled friendly fire values
      • First aid cabinet free use increased to 1 (was 0)
      • Special Ridden damage reduced by 35% (was 75%)
      • Common damage reduced by 50% (was 100%)
      • Nightmare extra trauma from incap reduced to 5 (was 10)
      • Reduce nightmare stumble resist on nightmare 25% (was 40%)
      • Reduced nightmare Special Ridden health buff to 7.5% (was 15%)
      • Continue currency bonus increased to 100 (was 0)
      • Continue Heal bonus increased to 10 (was 0)
      • Continue Trauma heal bonus increased to 5 (was 0)
      • Continue Card draw bonus increased to 1 (was 0)
      • Continue Ammo bonus increased to 15% (was 0)
      • Extra incap trauma reduced to 7 (was 10)
  • Spawning Updates
    • 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
    • Added a Horde Special Ridden cooldown
      • Developer Note: This helps avoid the doubling of Special Ridden when multiple hordes are triggered.
    • Timed Hordes made to have a longer minimum resume time of 60 seconds (was 30) with the exception of custom events.
      • Developer Note: If you triggered a horde while having a timed horde, it was possible to have the timed horde trigger too soon after the initial horde.
    • Roaming Special Ridden max count now 4 (was 6)
      • Developer Note: Limits the potential Special Ridden counts in certain situations.
    • Reduced chance for all Tallboy variants on Veteran and Nightmare difficulties
    • Increased Roaming Special Ridden minimum spawn distance to 30m (was 20m)
    • Increased Wander Special Ridden minimum spawn distance to 10m (was 5m)
  • Ridden AI Updates
    • Blighted Ridden no longer deal instant explosion damage when they die
    • Special Ridden’s defense against bullet penetration to weak spots has been reduced
    • Sleepers will more accurately connect with their targets
    • Tallboy & Bruiser hit boxes are more accurate and their weak spots are easier to hit
      • Developer Note: we cleaned up the Tallboy’s hit boxes to make them easier to hit. It should now be possible to hit their weak spot from the front if you have a precise weapon.
    • Developer Note: The following changes make their attacks a bit more forgiving to dodge.
      • Tallboy & Bruiser Overhead attack damage radius reduced to 200 units (was 250)
      • Tallboys have less ability to turn during a Burst traversal
      • Decreased Crusher squeeze attach distance for squeeze attack to 200 units (was 300)
      • Retch’s effective range in meters decreased to 22 (was 25), tracking and ramp up time adjusted to work better
      • Retch will rotate slightly slower and will track the target for slightly longer during vomit attack (2.25 seconds from 1.6)
      • Retch projectile spray starts at a lower velocity now (75% of max instead of 90% of max) and ramps up to max velocity over a longer period of time (0.75 seconds instead of 0.4 seconds)
    • Exploder’s explosion radius is now visible to the Ridden player
    • Developer Note: With the following changes, the Hocker’s ability should not be used as much, should be easier to dodge, and you should not take as much damage if an attack landed.
      • Hocker pin projectile speed reduced to 2500 (was 3500)
      • Hocker pin miss cooldown increased to 8 seconds (was 0)
      • Hocker pin hit cooldown increased to 8 seconds (was 2)
      • Hocker initial damage reduced to 5 (was 10)
      • Hocker damage over time increased to 3 (was 2)
    • Hag health reduced to 7500 (8200)
    • Hag weak spot multiplier increased to 2.25 (was 2)
    • Stinger projectile cooldown while perched increased
      • Developer Note: When the Stinger was perched, there was no cooldown on her projectile so she was able to rapidly attack Cleaners.

 

Kev Kev

Member

SWARM PVP UPDATES

  • General
    • Facial icons now appear when Ridden players ping Cleaners
    • All Cleaner dialogue for pinging Special Ridden is now audible to Ridden players
    • Survivor nameplates are visible to Ridden players
  • Card Updates
    • Inspiring Sacrifice – Sound effects volume reduced when effect is active
  • Balance Updates
    • General
      • Added leaver penalty warning popup in Fort Hope after leaving a PvP match
    • Cleaners
      • Cleaners now start each round with full ammo
    • Ridden
      • Mutation Points from players that disconnect in Swarm mode are now redistributed to their remaining teammates
      • Each player’s Mutation Points are now visible on their party frames
      • Hocker pin duration reduced back to 7 seconds (was showing 9999 on some pins)
      • Hocker pin damage reduced initial damage to 5 (was 10), increased the damage over time to 3 (was 2)

CONTROLLER UPDATES

  • Aim Assist Strength slider has been replaced by two separate sliders for Aim Assist Friction and Aim Assist Magnetism for Gamepad in the Options menu
  • Added options for Camera Acceleration (On/Off), Camera Movement (Linear/Exponential), and Player Movement (Linear/Exponential) to the Gamepad tab in the Options menu

UI/UX UPDATES

  • Cleaners being pursued by a Hag will now see a corresponding screen effect to indicate this
  • Can now easily duplicate decks in the Deck Manager
  • “Camera Smoothing Duration” has a slider added in the Options menu
  • Field of View options sliders separated for Cleaners and Ridden in the Graphics Options menu
  • FOV settings better support Ultrawide/ Multimonitor configurations
  • Added an option to toggle Blood / Vomit / Mud Drench in the Options menu
  • Added an option to set “Audio Input Device” in the Audio Options menu
  • The “Mute All” option is now toggled off automatically when you return to Fort Hope
  • Toggling VOIP on/off in options will enable/disable the other voice-related options & volume sliders. Warning message will say why it’s disabled
  • Improved the contrast and brightness of graphics on Xbox Series X
  • Jukebox tracks are now controlled by the Music slider instead of the SFX slider
  • Subtitles are now off by default
  • Social menu can now be brought up by selecting a player’s own banner in the Campaign menu
  • Updates to NVidia DLSS requires NVidia Driver 471.11 or later

BUG FIXES

FORT HOPE​

  • General
    • Fixed an issue where players were not able to rejoin a private party from another player’s Fort Hope
    • Fixed an issue where damage numbers did not appear after changing characters in Fort Hope
    • Fixed an issue where the target dummy wouldn’t show consistent damage numbers in Fort Hope
    • Fixed camera view not resetting properly after dying while aiming down sights in Fort Hope
    • Fixed an issue where using the “Toggle Active Cards” key could disable the player’s HUD in Fort Hope
    • Fixed an issue where weapon skins were not always displaying properly in first person at Fort Hope

CAMPAIGN​

  • Cards
    • Fixed Avenge The Fallen card showing an infinite amount of items in the offensive slot when active
    • Fixed Blood Donor card not playing its sound effects for the correct duration of time
    • Fixed Buckshot Bruiser reducing normal heal when temporary health decayed over time
    • Fixed Evasive Action card’s effect not triggering when the player was stomped by an Ogre
    • Fixed Field Surgeon card not applying the proper amount of negative use speed
    • Fixed Life Insurance card subtracting more copper than intended after a team wipe
    • Fixed Money Grubbers card having a discrepancy with the card values
    • Fixed Multitool card not applying -5% Damage resistance
    • Fixed Rousing Speech card having an incorrect incap trauma resistance of 80% instead of 20%
  • General
    • Fixed an issue where a late joining player’s ownership of a character could be lost if another player late joined the game
    • Fixed an issue where the The Lightning Strike skin for the Hatchet did not appear in 3rd person
    • Fixed an issue with the Combat Pro skin not displaying correctly on the Beretta M9
    • Fixed an issue where precision kill buffs were not activated from player and deck cards
    • Fixed an issue with all melee cards that did not function properly after a kill activation
    • Fixed an issue with Molotov flames not doing the right amount of damage to Ridden
    • Fixed an issue where jumping while sprinting wouldn’t consume additional stamina
    • Fixed an issue where Gunfire sound effects persisted on splash screens when the party host left the game
    • Fixed an issued where the player’s camera may snap up to 180° when entering ADS
    • Fixed damage numbers appearing twice when shooting at Ridden weakspots
    • Fixed the missing low ammo indicator when the clip is low, but ammo pool is infinite
    • Fixed certain weapon upgrades increasing damage by 25% when it should have been 20% and adjusted tier 1 weapon damage to compensate for this change
    • Fixed an issue causing players to aim down sights if the “Hold to ADS” option was off while healing a teammate
    • Fixed an issue where the “Give Up” prompt that was not properly displaying when the player was incapped a second time after taking over an incapped bot
    • Fixed an issue where bots were able to free each other remotely
    • Fixed an issue where bots would lose their accessories after a level transition
    • Fixed an issue where AI character cards stopped working after a team wipe
    • Fixed an issue where NPCs took friendly fire damage on Recruit difficulty
    • Fixed an issue where NPCs in saferooms are killable by players
    • Fixed an issue where the secondary objective timer could stop counting down after accessing the vendor
    • Fixed an issue that could result in 5+ players in a match when a player late joined
    • Fixed an issue with shotgun reload animations playing multiple times
    • Fixed an issue where players did not receive act achievements and accomplishments if a player died before reaching the saferoom
    • Fixed an issue with player shadows when illuminated by flashlights during The Dark and Gloom corruption cards
    • Fixed an issue where player loadouts were not being saved when they leave and rejoin after a map transition
    • Fixed an issue where players could still shoot while grabbed by the Ogre
    • Fixed an issue where the completion date could disappear from completed achievements when browsing the Accomplishments menu
    • Fixed icons for accomplishments that were not updating properly in the Accomplishments menu
  • The Devil’s Return: Resurgence
    • Fixed a rare issue where the bridge lacked collision
  • The Devil’s Return: The Crossing
    • Fixed an issue causing Coach to not give C4 instantly to players that were all gathered at the bridge
    • Fixed an issue where Coach was not giving players the C4 charges when players were more than halfway across the bridge
  • Search and Rescue: Book Worms
    • Fixed an issue that was preventing players from rescuing teammates from a rescue pod located on the second floor of the library
  • Job 10:22: Heralds of the Worm, Part 1
    • Fixed an issue where more than one Ogre card played per map after a team wiped
  • Dark Before the Dawn: Special Delivery
    • Fixed an issue where the supply box could disappear in the saferoom
  • Blue Dog Hollow: Bad Seeds
    • Fixed an issue where the kill feed was reporting the incorrect source of damage when players died in the river
  • Blue Dog Hollow: Abandoned
    • Fixed an issue preventing bots from reaching the tow truck
  • Blue Dog Hollow: The Sound of Thunder
    • Fixed collision issues with Ridden on the Howitzer
  • Plan B: The Broken Bird
    • Fixed an issue causing the helicopter to be misaligned
  • Dr. Rogers’ Neighborhood: Farther Afield
    • Fixed outlines for NPCs remaining on screen after the player was an appropriate distance away from the saferoom
  • Dr. Rogers Neighborhood: Cabins by the Lake
    • Fixed an issue that caused the game coach to repeat after delivering the battery to the gate
  • Dr. Rogers’ Neighborhood: Blazing Trails
    • Fixed an issue causing the Ogre to become stuck and unresponsive
  • Dr. Rogers’ Neighborhood: T-5
    • Fixed a crash that could occur when the player quit to Fort Hope
  • Remnants: Making the Grade
    • Fixed an issue causing [BOT] Holly to not have a deck
    • Fixed an issue where players could lose the battery if it was dropped in certain areas
  • Ridden
    • Fixed an issue where the Hag played the wrong animation when affected by a flash grenade
    • Fixed Ferocious Stalkers not healing while dealing damage
    • Fixed an issue where Stinger death sound effects did not always play
    • Fixed an issue where Hocker sound effects could still be heard after its death
    • Fixed an issue that was allowing bots to continue moving while they were pinned by the Hocker’s Impale attack
    • Fixed Blighted Ridden sound effects, which now only play while the Blighted card is active
    • Fixed an issue causing Ridden corpses to be missing half their body upon death
    • Fixed an issue where fire effects did not display on Hags hit with a molotov

SWARM PVP​

  • Ridden
    • Fixed an issue where Ridden spawn visual effects did not appear
    • Fixed Tallboy’s Tier 3 Utility upgrade to reset properly after each overhead attack
    • Fixed an issue where playable Reekers and their variants could become stuck inside collision when charging and mantling over objects
    • Fixed the Stinger’s Kill Frenzy effect to last 10 seconds

ACCESSIBILITY

  • General
    • Fixed the red text on incap when players have Protanopia selected as the colorblind settings

UI/UX

  • General
    • Fixed an issue where players were unable to replay the tutorial from the main menu
    • Fixed HUD not displaying properly on Ultrawide resolutions
    • Fixed an issue with the look of loading screens on Ultrawide resolutions
    • Fixed the available amount of resolutions when in windowed mode when using a 21:9 monitor
    • Fixed Supply Lines and Character Selection screens not displaying properly on Ultrawide resolutions
    • Fixed an issue with the contrast levels of the contrast slider
    • Fixed an issue where weapons did not automatically swap from the primary to the secondary when out of ammo while “Auto Switch Weapons On Depleted Ammo” was toggled on in the options menu

MUXY – TWITCH EXTENSION

  • Features
    • Name a Riddenfeature has been augmented to allow the Broadcaster to see visible nameplates in-game for viewers who have used bits to name a Ridden
      • Broadcasters can disable nameplates in the configuration page of the extension
      • Added more options for Bits
    • Broadcasters can now see how many people have voted in a card poll
  • Bug Fixes
    • Fixed a bug preventing viewers names being associated with Ridden who killed Cleaners in the kill feed
    • Fix for Windows Store Builds that was preventing Authentication with the Extension
    • Fixed a bug that was causing the Name a Ridden feature to have duplicate names for a single viewer transaction
To view all patch notes click here (Latest News – Back 4 Blood).
If you find a bug, please report it here (https://bugs.back4blood.com/).


*deep breathe out*

HOLY MOTHER OF CHRIST THAT IS A LOT OF PATCH

lets hope it helps!
 
Last edited:

JayK47

Member
Tried to play this again. Final mission in act 3 is brutal. We couldn't get past it. Not sure if I have the will to finish it. Would rather play something else more enjoyable with friends. Aliens Fireteam?
 

Kev Kev

Member
Tried to play this again. Final mission in act 3 is brutal. We couldn't get past it. Not sure if I have the will to finish it. Would rather play something else more enjoyable with friends. Aliens Fireteam?
They just released a patch a few hours ago, have you tried it since then?
 

JayK47

Member
It looks like the patch could help with the huge difficulty spike at the end of Act 3. We played last night and swore the game off after a frustrating 2 or more hours on the same level. Told one of my friends about the patch today and he just laughed. Had we played today, maybe we would have been able to finish the game. We are all playing this on GamePass and may not get a change to play it again.
 

Kev Kev

Member
It looks like the patch could help with the huge difficulty spike at the end of Act 3. We played last night and swore the game off after a frustrating 2 or more hours on the same level. Told one of my friends about the patch today and he just laughed. Had we played today, maybe we would have been able to finish the game. We are all playing this on GamePass and may not get a change to play it again.
they released a really unbalanced, nearly broken game. no shame in walking away from it. hell i walked away from it nearly a month ago. only reason im playing tonite is to see how the new patch works out. so far things feel a bit easier, but its gonna take me a couple weeks of playing and tweaking my new deck to see how things go.
 

The Cockatrice

Gold Member
Tried to play this again. Final mission in act 3 is brutal. We couldn't get past it. Not sure if I have the will to finish it. Would rather play something else more enjoyable with friends. Aliens Fireteam?

I can tell you or show you how to do it easily if you want. It took us a while but the solution was stupid easy. I'll put it in spoilers in case you guys still want to "solve" it yourselves. It was done on hard.

when you reach the objective to clear the 3 nests, do not go all together at the same one, you don't even need to fight any zombies, just those that block your way. make sure all of your friends get the card that can get you freely out of any grabs and each rush towards a nest and destroy it. thats it, cinematic will kick in and you have completed the mission. takes you like 5 minutes or less to do it. Heres me and my friends doing it good luck. starts at 06:03, i linked it to the point, no idea what the 0/1 objective was cuz I was down but I assume it was either something that completes auto or you have to kill one of the ogres which easily dies with 2-3 of those grenades. we spent a lot of time there until we decided to yolo it this way and it payed off.

 
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Kev Kev

Member
I can tell you or show you how to do it easily if you want. It took us a while but the solution was stupid easy. I'll put it in spoilers in case you guys still want to "solve" it yourselves. It was done on hard.

when you reach the objective to clear the 3 nests, do not go all together at the same one, you dont even need to fight any zombies, jsut does that block your way. make sure all of your friends get the card that can get you freely out of any grabs and each rush towards a nest and destroy it. thats it, cinematic will kick in and you have completed the mission. takes you like 5 minutes or less to do it. Heres me and my friends doing it good luck. starts at 06:03, i linked it to the point,


but that takes all the fun out of it

also, even after destroying the nests, i had to kill any remaining special infected or ogres before it let me complete the level. i barely lived when i beat it, but i was able to do it with bots on recruit
 
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The Cockatrice

Gold Member
but that takes all the fun out of it

also, even after destroying the nests, i had to kill any remaining special infected or ogres before it let me complete the level. i barely lived when i beat it, but i was able to do it with bots on recruit

It doesnt. Thats the whole point of it. Thats why you get so many of those grenades. Its an objective you have to rush else you get overwhelmed and die. Divide and conquer. Pretty sure thats how you have to do the mission but the game poorly explains it and yeah I think you do have to kill the Ogre cuz of the 0/1 and one my friends prolly did it while I was down, dont think you have to clear all the zombies as they spawn forever unless you clear all the nests/objectives. Its exactly like one of the early missions where you open a car and the road clears, in the beta, you had to run else the zombies spawned forever, but they nerfed it in the final game and you could just do it casually. Im guessing players complained cuz they couldnt figure out the huge words written everywhere "RUN".
 
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Kev Kev

Member
It doesnt. Thats the whole point of it. Thats why you get so many of those grenades. Its an objective you have to rush else you get overwhelmed and die. Divide and conquer. Pretty sure thats how you have to do the mission but the game poorly explains it and yeah I think you do have to kill the Ogre cuz of the 0/1 and one my friends prolly did it while I was down, dont think you have to clear all the zombies as they spawn forever unless you clear all the nests/objectives. Its exactly like one of the early missions where you open a car and the road clears, in the beta, you had to run else the zombies spawned forever, but they nerfed it in the final game and you could just do it casually. Im guessing players complained cuz they couldnt figure out the huge words written everywhere "RUN".
then why place those special grenades all over the map? there were dozens of them like they expected you to need a bunch to kill off everything as you took down the nests one at a time.

hey if its completion youre looking for then there is nothing one with a solid strategy. just seems like it sucks the fun out of the level. i dont think its intended to be a cake walk, it should be like a grueling battle where you scrape by.

one thing is for sure, the game needed a patch due to its absurd difficulty, so lets hope the patch takes care f that. i just finished dinner am gonna go give it a few rounds.
 

JayK47

Member
I can tell you or show you how to do it easily if you want. It took us a while but the solution was stupid easy. I'll put it in spoilers in case you guys still want to "solve" it yourselves. It was done on hard.

when you reach the objective to clear the 3 nests, do not go all together at the same one, you don't even need to fight any zombies, just those that block your way. make sure all of your friends get the card that can get you freely out of any grabs and each rush towards a nest and destroy it. thats it, cinematic will kick in and you have completed the mission. takes you like 5 minutes or less to do it. Heres me and my friends doing it good luck. starts at 06:03, i linked it to the point, no idea what the 0/1 objective was cuz I was down but I assume it was either something that completes auto or you have to kill one of the ogres which easily dies with 2-3 of those grenades. we spent a lot of time there until we decided to yolo it this way and it payed off.


Thanks. Not sure if I have the card that is needed, but I bet we could manage it after a few attempts.
 

Kev Kev

Member
just did a coupe rounds and i dunno man, im just not feelin it with this game atm. ill give it another go throughout the week, but it still feels liek shit to aim, the game still has this weird stutter every few minutes, its like the weird, consistent thing where it drops a bunch of frames and fucks up my aim, the tallboys are still annoying as fuck to take down, etc.

i think i need to be in the mood to play it. its just that as soon as i do i feel exhausted by all the annoying little issues with the game. im not sure any amount of balancing can fix those, they are more like fundamental issues like feeling, controls, fluidity of gameplay and such. its like the game at its core just needs to be re-fuckin thought up.

edit: especially coming from halo infinite which controls like a dream. this thing is like shifting a manual transmission through a bag of rocks compared to what halo feels like
 
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The Cockatrice

Gold Member
then why place those special grenades all over the map? there were dozens of them like they expected you to need a bunch to kill off everything as you took down the nests one at a time.

hey if its completion youre looking for then there is nothing one with a solid strategy. just seems like it sucks the fun out of the level. i dont think its intended to be a cake walk, it should be like a grueling battle where you scrape by.

one thing is for sure, the game needed a patch due to its absurd difficulty, so lets hope the patch takes care f that. i just finished dinner am gonna go give it a few rounds.

I think the mission was not designed to be super hard/impossible because of the grenades however the grenades were so annoying/janky to use or just dont work as intented imo. The zombie spawn rate + the shit aoe range + delay it took to trigger just made things worse. The map starts with you testing it on the first ogre but I dont think they tested it properly on specials, I mean the devs. We tried grouping and spamming them like forming circles around us and stuff but that did shit..we always got overwhelmed until one round I noticed the zombies spawned and chased just one person so we figured have one be the bait while the rest do the objectives. Its the same as the previous one, in act 3, sorta, where you defend the house. It's really hard if all of us look for the boxes so instead 3 were just defending and I looked for the boxes and set them up in front of the house while also healing my teammates. I think act 3 is hard in that sense because it forces you to do things that the game up until that point never bothered to "train" you. Even with my strategy you still need to be VERY lucky or have good team coordination/proper cards and most important have teammates that knwo the game/know how to deal with the specials solo. Anyway good luck.
 

Calverz

Member
It looks like the patch could help with the huge difficulty spike at the end of Act 3. We played last night and swore the game off after a frustrating 2 or more hours on the same level. Told one of my friends about the patch today and he just laughed. Had we played today, maybe we would have been able to finish the game. We are all playing this on GamePass and may not get a change to play it again.
I finished this game. Well the story anyway. What is the situation at the end of act 3?? I can’t remember.
 

Kev Kev

Member
I finished this game. Well the story anyway. What is the situation at the end of act 3?? I can’t remember.
You have to destroy five nests which are spread out over a large map, while they are spawning hordes, specials, and one ogre per each nest.

With the spawning issues (too many ridden and specials) and other general issues in the game, it made the level very difficult even on recruit. Some players will try to say some bullshit like “lol naw man it was easy”. It was not easy. It was easily the toughest level in the game.

There are some strategies you can use to just cheese the level, like a user suggested above, but if you are playing the level as designed it is pretty ridiculous. I never even attempted on anything past recruit because it was so absurd. However, I only play with randoms who never use mics so that’s certainly lending itself to more problems (to be fair most people play the game this way, and it was never this big of an an issue in L4D and other horde shooters, especially on the easiest difficulty… so…).

The new patch should help alleviate the issues and make the game overall easier, even on higher difficulties. However I played a bit of recruit last night and there were still times where shit was crazy and annoying. So I dunno, I need to play around with the game for a week or two before I can say it’s fixed.
 
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Kev Kev

Member
Just played a few more rounds offline and I honestly cant tell much of a difference with the patch. Which is the same feeling I had last night. I checked some comments from around the web and I’m seeing some people say it’s better and some people say it feels the same.

Im gonna run some online matches for a couple hours and see how I feel about it. But it’s not looking good so far.

The biggest notable difference I can see so far is the melee (punch/knife, not actual melee weapons) has a much wider area of attack which helps immensely in CQC.

But the spawning of common ridden is still all over the place, the specials are still gang banging me at every corner, the AI is still garbage, the aiming and movement is atrocious, and the game still has weird network stutters and graphics/performance issues.

Also they added these loud mother fuckin bells in the fort hope lobby area that go off ever 10 seconds and they are beyond infuriating. No way to turn them off and they are just annoying af.

Im honestly starting to think these devs are clinically retarded.

I’ll give it a couple more hours on Act 3 levels with other human players and see how things go….
 

VN1X

Banned
Man this is crazy to me:

ajldf58.png

*stats as of Dec 17 2021


Not so much those B4B numbers but the mere fact that a game from 2009 still has such a big audience (although it's kind of funny that in every metric L4D2 completely trumps B4B). Makes you wonder why Valve never bothered to cash in on the popularity and success of that franchise as it would undoubtedly be much easier (more straight forward) to develop a sequel for than any other title they have.
 
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Kev Kev

Member
Man this is crazy to me:

ajldf58.png

*stats as of Dec 17 2021


Not so much those B4B numbers but the mere fact that a game from 2009 still has such a big audience (although it's kind of funny that in every metric L4D2 completely trumps B4B). Makes you wonder why Valve never bothered to cash in on the popularity and success of that franchise as it would undoubtedly be much easier (more straight forward) to develop a sequel for than any other title they have.
It is crazy. Just shows how poor of a job they did in B4B, if you ask me.

I mean, I get it, games development is hard. But when a 10+ year old game is out performing a current one, you now something went wrong. Especially if the current game is basically a carbon copy of the +10 year old one.

They had everything! The tone, the gameplay, the mechanics, the gameplay loop, etc. All the things were already laid out for them they just had to piece them together. And unfortunately what we got was a Frankenstein of a game that is close to the +10 year old game, but just doesn’t feel right.
 

Calverz

Member
You have to destroy five nests which are spread out over a large map, while they are spawning hordes, specials, and one ogre per each nest.

With the spawning issues (too many ridden and specials) and other general issues in the game, it made the level very difficult even on recruit. Some players will try to say some bullshit like “lol naw man it was easy”. It was not easy. It was easily the toughest level in the game.

There are some strategies you can use to just cheese the level, like a user suggested above, but if you are playing the level as designed it is pretty ridiculous. I never even attempted on anything past recruit because it was so absurd. However, I only play with randoms who never use mics so that’s certainly lending itself to more problems (to be fair most people play the game this way, and it was never this big of an an issue in L4D and other horde shooters, especially on the easiest difficulty… so…).

The new patch should help alleviate the issues and make the game overall easier, even on higher difficulties. However I played a bit of recruit last night and there were still times where shit was crazy and annoying. So I dunno, I need to play around with the game for a week or two before I can say it’s fixed.
I can’t remember any part being that hard. I remember having to play a section with an enemy in a sewer and tentacles a couple of times but nothing hugely infuriating. Maybe I got lucky with attachments or something. I don’t know
 

The Cockatrice

Gold Member
Man this is crazy to me:

ajldf58.png

*stats as of Dec 17 2021


Not so much those B4B numbers but the mere fact that a game from 2009 still has such a big audience (although it's kind of funny that in every metric L4D2 completely trumps B4B). Makes you wonder why Valve never bothered to cash in on the popularity and success of that franchise as it would undoubtedly be much easier (more straight forward) to develop a sequel for than any other title they have.

Those numbers would double or triple for b4b if it wasnt 60 euro on steam. Most ppl played it on gamepass for obvious reasons. My friends and I really enjoyed the game and it grew on me specifically but I would never buy it for 60 euros.
 

Kev Kev

Member
I can’t remember any part being that hard. I remember having to play a section with an enemy in a sewer and tentacles a couple of times but nothing hugely infuriating. Maybe I got lucky with attachments or something. I don’t know
Maybe your just better at the game than me? Lol seems a pretty simple explanation

but check out the B4B Twitter, Reddit, or hell just this thread alone and you’ll find an overwhelming amount of complaints about the difficulty and balance of the game. The general consensus is that recruit isn’t that hard, but everything above is way too hard.

IMO even recruit is way too hard for being the easiest difficulty in the game. I can usually manage to beat the easiest difficulty in a game, and being that I played hundreds if not thousands of hours of L4D 1 and 2, B4B on recruit should have been no different. But here we are…

We’re you playing with a solid group with mics? I almost exclusively play with randoms that don’t use mics so that definitely plays a part. But any game that is so unbalanced and difficult that you can’t beat it with randoms on the easiest difficulty, then I think that’s an issue that should be addressed.

The harder difficulties is where you should have to use mics and a solid team and team work and all that. The easiest setting shouldn’t be overwhelmingly difficult, and that’s what I’m experiencing with this game.

I also think the shitty performance and controls on Xbox One play a big role. The aim just feels like garbage in this game. I was playing it this morning and was just haaaating the way it feels. I’m not sure any amount of balance and difficulty tweaking is going to help that.
 
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manfestival

Member
It looks like the patch could help with the huge difficulty spike at the end of Act 3. We played last night and swore the game off after a frustrating 2 or more hours on the same level. Told one of my friends about the patch today and he just laughed. Had we played today, maybe we would have been able to finish the game. We are all playing this on GamePass and may not get a change to play it again.
similar thing happened to me. My friends and I have basically moved on. We might hop on here and there in the future but we aren't dedicated to playing the game anymore.
 

Calverz

Member
Maybe your just better at the game than me? Lol seems a pretty simple explanation

but check out the B4B Twitter, Reddit, or hell just this thread alone and you’ll find an overwhelming amount of complaints about the difficulty and balance of the game. The general consensus is that recruit isn’t that hard, but everything above is way too hard.

IMO even recruit is way too hard for being the easiest difficulty in the game. I can usually manage to beat the easiest difficulty in a game, and being that I played hundreds if not thousands of hours of L4D 1 and 2, B4B on recruit should have been no different. But here we are…

We’re you playing with a solid group with mics? I almost exclusively play with randoms that don’t use mics so that definitely plays a part. But any game that is so unbalanced and difficult that you can’t beat it with randoms on the easiest difficulty, then I think that’s an issue that should be addressed.

The harder difficulties is where you should have to use mics and a solid team and team work and all that. The easiest setting shouldn’t be overwhelmingly difficult, and that’s what I’m experiencing with this game.

I also think the shitty performance and controls on Xbox One play a big role. The aim just feels like garbage in this game. I was playing it this morning and was just haaaating the way it feels. I’m not sure any amount of balance and difficulty tweaking is going to help that.
Maybe it was recruit I played. I played it on series x with a friend on pc. So we communicated between us both and hoped the random two were decent. I’m fairness there were parts I was thinking “this must be nigh on impossible on harder difficulties”. We sort of dropped the game with other stuff coming out but will eventually give it a go on harder difficulties eventually. Seems this patch has made quite a lot of changes??
 

Kev Kev

Member
welp, its been a good run boys (not really tho, lol), but i think im just done with this game.

i was working myself up to play the game yesterday and just couldnt find the will or desire to do so. the spawn rate still seems way too heavy, the controls still feel horrible, the network and graphical performance on xbox one is just bad, tallboys are still bullet sponges (among other special ridden), and overall the game just isnt fun. its annoying, exhausting and tedious.

the patch didnt do enough, and truth be told, i just dont think you can fix the game controls feeling like garbage without rebuilding it from the ground up. it legit makes me furious that a lot of the complaints in the game comes down to how it just feels like crap on console controllers. like, halo figured this out back in 2001, wtf is the problem here? how do you have every other FPS out there able to figure out how to make decent feeling controls, and this game just absolutely shits the bed?

like, how!? ugh, its beyond frustrating! i could get over the rest of the issues if they game just didnt control like shit.

*sigh* so i think its time for me to uninstall the game and stop letting myself get mad and frustrated at it, when i could be playing other games and relaxing, having fun and not getting irritated.

good luck to everyone else still going! i imagine that PC players are having a better time as i hear it runs like a dream on PC, and i imagine the controls feel better with M+K, so maybe thats why we are hearing some people say "LoL iTs EaSy!! DuRrRr". im sorry but no, its not easy. there is a reason most of the player base has been complaining about the difficulty since release. but it seems only console players are complaining about the controls, so that is an added frustration there.

either way, i just cant stand to keep forcing myself to play a game that actively pisses me off when i could be enjoying other games that feel good, are fun and actively make me feel satisfied.

heres to hoping Valve learns how to count to 3 🤞🤞🤞
 
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This is an example of a game being overcooked. Shooting for a $39.99 price tag and keeping a similar structure to L4D would have done it a lot of favors. The nature of the card system and "one long campaign" mission structure takes away from the bite sized playability of L4D. It's been said a lot, but the specials need more audio cues and some of them are just plain frustrating to the point of not being fun. History might end up remembering it most for a case study on feature creep.
 
When I heard this game launched with no option for solo, offline play I lost all interest. Since then that's been patched and it's currently 40% off so I thought I'd dive in, happy I did, so far I'm loving it.

Cleared Act 2 last night with my bots, smooth sailing so far. Gunplay is tight and weapons feel satisfying, digging the flexibility of the card system, game looks and runs great on PS5, have my FOV at max and haven't seen a single frame dip yet. There are 2 *big* criticisms I have though:

1. Dismemberment...where the fuck is it? I was thinking back on all the many zombie games I've played being a huge fan of the genre. Whether it be Resident Evil, Dead Rising, Dead Island, Dying Light, TLoU, Killing Floor, CoD Zombies, Days Gone or others, popping off heads and tearing off limbs are part and parcel of the zombie killing experience, it adds to the immersion and impact of combat, makes everything more kinetic. It's distracting and baffling something so essential is absent in B4B and weird that not a single vid I've watched or review I've read since purchasing it mentions this glaring omission.

2. Bot commands/AI. I don't expect my robot companions to be Deep Blue, I *do* expect for them to be able to do basic stuff. The highlight button (L1 on PS5) is useless with bots, they will not react/interact with anything you highlight (except first aid boxes and even that is finicky). Should be very simple, hold down L1 on a gun/grenade/bandage etc, press square/triangle/circle for one of your 3 bots to pick it up, done. One big thing is I *have to* take a tool kit and use up that space because the bots inexplicably can't and I therefore can't highlight a locked door for them to open, why?

Other than that I'm really digging it, banter between characters is fun and keep things lively, corruption cards keep things unpredictable. Looking forward to clearing Recruit and seeing what all the fuss is about on Veteran, might play a game with randos just to see how different it feels.
 
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Bridges

Member
I haven't touched this in awhile, but Sleepers no longer calling hordes in Veteran is huge. That was consistently a run killer as it was so easy for one person to take a wrong step and fuck the whole team. Glad they're scaling back some of the unfairness here, will have to dive back in to see if the changes are enough to make a noticeable difference.
 
Act 4 with bots is going to drive me crazy and this is still only Recruit difficulty lol. Got to the 3rd phase of the boss, hoping it's the final phase but something tells me no. Created a new deck focused on high DMG and health+, see how it goes.

EDIT: Cleared it easily right after posting lol, feels good to have beat the entire campaign solo, time to try Vet 👌.
 
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I downloaded this game on my Series X once it hit Game Pass and haven't gotten beyond initial training. This was mostly due to me not having a headset at the time. Finally ended up buying one for Halo: Infinite. Fast forward to me goofing around in Halo multiplayer and finishing its campaign, I was left wanting to now jump into B4B. Turns out, I missed the train. Nobody wants to play with a newbie on recruit. Am I just shit out of luck here?
 

Xeaker

Member
I played the campaign once and that is enough for me.
The maps are really bad after act 1. I don't know how often I was in this same town map, 3 or 4 times?
Some Maps only go 5-7 minutes lol like the ship graveyard
 

JayK47

Member
Wrapped up the campaign a few days ago. Splitting up on the last mission of act 3 worked. We barely got through act 4. Wow, did not see that coming.
 

IbizaPocholo

NeoGAFs Kent Brockman

Developer Note - This free content update brings you several new features that improve the overall gameplay experience, and introduces all new Legendary Items!

The Full Deck Draw feature has been rolled out to all difficulties. Build your deck, play all 15 cards at the start of a Campaign, and enjoy a unique experience from the beginning.

Along with Full Deck Draw, we've also introduced the Player Kicking feature for problematic party members, and a more detailed breakdown of earned Supply Points, Copper, and Skull Totems on the post-round screen.

Multiple balance changes, card reworks, bug fixes, and Cleaner ability adjustments are also included.
 
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