Back 4 Blood

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Prince Ian Aug 18, 2022 @ 6:00pm
you're playing the pinata build wrong
If you're not stacking accessory damage and pyro. I just felt like making a random thread here about various pinata builds because i'm bored. Anyway the key to pinata builds is making sure you kill a lot of ridden before anyone else has a chance to. You don't want to dictate how anyone else plays, and you want to share the drops with your team as they want to join in on the fun, so stacking accessory damage and pyro will ensure that you generate enough kills to constantly drop items. Don't hold on to just molotovs, I see this mistake with a lot of players they are hording inventory. if you see an extra frag or pipebomb on the ground, pick it up and throw it. Spamming all offensive items is how you want to continue those kills and drops.

Here is another tip, you could also be your team's healer by expanding your quickslot items and carring at least 3 toolkits. Combine this with magician's apprentice and upgraded quickslots you can provide medstation heals for the entire team! Karlee could do this but she may not have magician's apprentice or there might not be a karlee on the team at all.


Now admit it, these tips are pretty good aren't they?
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Showing 1-15 of 28 comments
MrHugz Aug 18, 2022 @ 7:23pm 
Pro tip: Once you've established someone is playing with pinata, you can go AFK for half the entire instance as a single bottle of alcohol with a rag does your and everyone else's job better than you do.
Prince Ian Aug 18, 2022 @ 7:38pm 
Originally posted by MrHugz:
Pro tip: Once you've established someone is playing with pinata, you can go AFK for half the entire instance as a single bottle of alcohol with a rag does your and everyone else's job better than you do.

I really have seen some struggling pinata players. That one card alone does not make the build. I do appreciate good pinata players, and there is more than enough ridden to kill for everybody, especially on higher difficulties, they literally spawn out of nowhere and swarm the group, you need everybody.

Speed running is another story, i will rejoice in the streets if they ever remove those cards from the game.
Mr Robert House Aug 18, 2022 @ 9:26pm 
I joined a piñata game today, after the first safe room i switched to a full inventory space team buff build and declared myself AFK
Bathtub Shitter Aug 19, 2022 @ 12:34am 
I mean that's cool and all, but it's still way too strong.
^9[DSS]Dahaka Aug 19, 2022 @ 5:58am 
It's a fun build while you play it. But it makes the game absolutely boring for the rest of your team. If used in a struggling team fine I guess, but if you are playing with me or any of my friends, we are gonna shoot everything in sight, cause thats how we play. We wont camp behind your mollys, and we wont refrain from shooting the commons. We play to shoot zombies, not to sit idle while one single person gets 500 kills per round, while we get 100. You can moan about it as much as you want too. So far, we've made like 5 different pinata users ragequit.

And yes, that's how strong pinata is. I did the diner level, had 500+ kills, without ever firing a single bullet, while my taeamates had like 100 each. I never run out of mollys either. It's absurd, it's like making bomb squad spawn a frag every time you kill a mutant, you would just never run out of frags. Yes, there is a chance you wont get any mollys, but when you kill over 200 commons, that chance becomes pretty low.

Perhaps the way to go about nerfing Pinata is that it shouldnt have the ability to spawn mollys. Every other item yes, but not mollys. Then at least the obnoxious pinata user would need to run other cards and get melee or secondary kills to spawn mollys.
Dusty! Aug 19, 2022 @ 1:19pm 
On launch there was no point in mollies because grenades were giga mega OP. After the nerfs to accessories, and more importantly, nerfs to money grubbers and surplus pouches bug that stops it from repeating its stack, mollies are too unreliable to waste precious perk slots on.

You are starved for perks because you need to run required meta perks like run like hell, 125% use speed, superior cardio, medical pro, reload, needs of the many, et cetera.

The problem is that the horde starts to kill when you can't defend a position anymore, IE when all four players start kiting from a held point, at which point, a molotov is no longer actually sealing off a lane.

I could see molly being meta if it lasted a bit longer or had a bigger AOE, but in it's current state no.
Last edited by Dusty!; Aug 19, 2022 @ 1:21pm
Mr Robert House Aug 19, 2022 @ 1:30pm 
Originally posted by Duster!:
On launch there was no point in mollies because grenades were giga mega OP. After the nerfs to accessories, and more importantly, nerfs to money grubbers and surplus pouches bug that stops it from repeating its stack, mollies are too unreliable to waste precious perk slots on.

You are starved for perks because you need to run required meta perks like run like hell, 125% use speed, superior cardio, medical pro, reload, needs of the many, et cetera.

The problem is that the horde starts to kill when you can't defend a position anymore, IE when all four players start kiting from a held point, at which point, a molotov is no longer actually sealing off a lane.

I could see molly being meta if it lasted a bit longer or had a bigger AOE, but in it's current state no.
A single molotov is not meta, 200 molotovs on the other hand…
^9[DSS]Dahaka Aug 19, 2022 @ 1:48pm 
Originally posted by Duster!:
I could see molly being meta if it lasted a bit longer or had a bigger AOE, but in it's current state no.

Just play hoffman, youll start out with 6 slots for molotovs, run infinite secondary ammo + pinata + magicians apprentice + the card that spawns mollys upon secondary weapon kills, and you never run out of molotovs. Make sure to lay down all the razor wire yourself too. Try it and then lets talk about molotovs being powerful or not. (cause there isnt anything in this game that is meta, a lot of things work very well)
Prince Ian Aug 19, 2022 @ 2:00pm 
Originally posted by Duster!:
On launch there was no point in mollies because grenades were giga mega OP. After the nerfs to accessories, and more importantly, nerfs to money grubbers and surplus pouches bug that stops it from repeating its stack, mollies are too unreliable to waste precious perk slots on.

You are starved for perks because you need to run required meta perks like run like hell, 125% use speed, superior cardio, medical pro, reload, needs of the many, et cetera.

The problem is that the horde starts to kill when you can't defend a position anymore, IE when all four players start kiting from a held point, at which point, a molotov is no longer actually sealing off a lane.

I could see molly being meta if it lasted a bit longer or had a bigger AOE, but in it's current state no.

speed cards are required meta? I don't think so
Originally posted by ^9DSSDahaka:
It's a fun build while you play it. But it makes the game absolutely boring for the rest of your team...
I guess that's why they keep nerfing melee :steamsad:



Originally posted by ^9DSSDahaka:
Originally posted by Duster!:
I could see molly being meta if it lasted a bit longer or had a bigger AOE, but in it's current state no.

Just play hoffman, youll start out with 6 slots for molotovs, run infinite secondary ammo + pinata + magicians apprentice + the card that spawns mollys upon secondary weapon kills, and you never run out of molotovs. Make sure to lay down all the razor wire yourself too. Try it and then lets talk about molotovs being powerful or not. (cause there isnt anything in this game that is meta, a lot of things work very well)
They should replace the card that spawns molotovs to have it spawn grenades. That or rebalance Hoffman because his passive is absurd too, I'm surprised it hasn't been hit. It's one of the reasons why I like using Heng more, at least for me I will run out of accessories and depend on my secondary for molotov generation or getting hit. Whereas as Hoffmasn you just randomly get a pipe bomb and then all of the sudden you get 4 from it (Happened to me in the school level of act 3 at the end).
Originally posted by MrHugz:
Pro tip: Once you've established someone is playing with pinata, you can go AFK for half the entire instance as a single bottle of alcohol with a rag does your and everyone else's job better than you do.
Not a pro tip
Prince Ian Aug 19, 2022 @ 3:17pm 
Originally posted by ^9DSSDahaka:
Originally posted by Duster!:
I could see molly being meta if it lasted a bit longer or had a bigger AOE, but in it's current state no.

Just play hoffman, youll start out with 6 slots for molotovs, run infinite secondary ammo + pinata + magicians apprentice + the card that spawns mollys upon secondary weapon kills, and you never run out of molotovs. Make sure to lay down all the razor wire yourself too. Try it and then lets talk about molotovs being powerful or not. (cause there isnt anything in this game that is meta, a lot of things work very well)

highwayman is a waste of a card imo because it's only a 5% chance to get a molly OR ammo, which is really a 2.5% chance to get a molly. 1 out of every 40 kills will drop you a molly, then you're dependent on just using your secondary, so you may want additional cards to beef that up, its not worth it.
Originally posted by Prince Ian:
Originally posted by ^9DSSDahaka:

Just play hoffman, youll start out with 6 slots for molotovs, run infinite secondary ammo + pinata + magicians apprentice + the card that spawns mollys upon secondary weapon kills, and you never run out of molotovs. Make sure to lay down all the razor wire yourself too. Try it and then lets talk about molotovs being powerful or not. (cause there isnt anything in this game that is meta, a lot of things work very well)

highwayman is a waste of a card imo because it's only a 5% chance to get a molly OR ammo, which is really a 2.5% chance to get a molly. 1 out of every 40 kills will drop you a molly, then you're dependent on just using your secondary, so you may want additional cards to beef that up, its not worth it.
It's all about rolling the dice, the more chances you got to roll the better. You should be killing ridden in 1 shot with a secondary anyway.
Prince Ian Aug 19, 2022 @ 3:29pm 
Originally posted by Godwoken Dovahkiin:
Originally posted by Prince Ian:

highwayman is a waste of a card imo because it's only a 5% chance to get a molly OR ammo, which is really a 2.5% chance to get a molly. 1 out of every 40 kills will drop you a molly, then you're dependent on just using your secondary, so you may want additional cards to beef that up, its not worth it.
It's all about rolling the dice, the more chances you got to roll the better. You should be killing ridden in 1 shot with a secondary anyway.

you can kill ridden with one shot, but every ridden kill with your pistol trying to hit 40 kills is a ridden you didn't kill with an accessory. I tested it out. I came to the conclusion that I will get more from replacing that slot with a copper card and buying my molotovs than I would waiting for a single molotov to drop. I was able to generate more than enough items with pinata to constantly stay filled anyway. For me its all about maximizing my gain. Highwayman didn't add enough incentive for me.
Originally posted by Prince Ian:
Originally posted by Godwoken Dovahkiin:
It's all about rolling the dice, the more chances you got to roll the better. You should be killing ridden in 1 shot with a secondary anyway.

you can kill ridden with one shot, but every ridden kill with your pistol trying to hit 40 kills is a ridden you didn't kill with an accessory. I tested it out. I came to the conclusion that I will get more from replacing that slot with a copper card and buying my molotovs than I would waiting for a single molotov to drop. I was able to generate more than enough items with pinata to constantly stay filled anyway. For me its all about maximizing my gain. Highwayman didn't add enough incentive for me.
I understand what you're saying but you don't always use accessories to kill ridden, it's either at hordes or good choke points and it's good to have a chance to create a molotov when you're killing lonely ridden. I can create 2+ molotovs with highwayman every map tbh.

Let's make an example:
4 stages of hazard pay would be 1000 copper.

It depends on how much you waste, 150-300 for molotovs per stage

150 x 4 = 600 which you have a 400 copper gain
300 x 4 = 1200 so you're losing money

1 highwayman procs x4 would be 600 copper value but you don't gain 400 from hazard pay.
2 highwayman procs x4 would equal 1200 copper value

The point is creating value so you're not wasting copper and hoarding it for upgrades. In the long run what matters more is how much you can generate while short term copper seems to be at an advantage.
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Date Posted: Aug 18, 2022 @ 6:00pm
Posts: 28