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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.
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.
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.
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)
speed cards are required meta? I don't think so
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).
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.
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.
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.