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In other words, what you are saying here, is good, correct, nice, supported, but is totally ♥♥♥♥ that they never would read.
You right, im based more on reviews but from what im seeing in my playtime i can feel where this is going..
You missed the whole point of the post if you just replied for this.
It's the dev's fault for advertising it like it's L4D3
https://youtu.be/37Q0fx5r-H8?t=2
The amount of guaranteed damage you take if not playing some cheese build is ridiculous. Just watching a crusher spawn on top of the team, then it does a dash grab, and if it some how misses, immediately dashes again into another grab. And the ONLY way not to be grabbed and suffer major damage is to have a cheese speed runner build or the pride and joy of the dev team: the OP and required melee holly.
Reekers are another example of guaranteed damage. They step out and spew and BAMB you just lost a chunk of hp.
As others have said, they advertise like this is like L4D, but L4D is all about skill checks, reaction time and being aware of your surroundings. B4B is all about building cheese decks to overcome the BS.
s And boy, is there nothing more fun in my zombie shooters than running past all the zombies and not shooting anything! /s.
Making a statement based on other people's opinions is always the way to go.
However what i think some people miss the mark of is L4D, specifically L4D2. it's hardest difficulty had you being one shot by tanks, close to with chargers/hunters and spitters can really mess up some few places you can be during a horde that wouldnt mean huge amounts of damage(not gonna touch witch because they are just an unfair version of HAG). This is all while normal zombies are usain bolting you and hordes become brutal.
Now im not saying it's better than L4D nor am i saying it's worse. but the balancing in L4D2 was absolute ass and a lot of levels required a lot more luck of the draw than you need in B4B. This is coming from someone that's done L4D2 and B4B very close to each other and it was clear B4B is doing alright with balance whereas L4D2 kinda just luck if you can complete a campaign and a lot of it relied much heavier on speed tactics and doing cheesy rush comps.
My dude, i dont need 100hrs to understand an FPS Zombie Shooter, this isnt anything new from other same type games, i played both recruit and veterant and i do enjoy the difficulty, in fact i had more fun in veteran with the starter deck then recruit, and the only thing i saw different is the damage given and taken, (plus some other facotirs like friendly fire, lifes and variants witch are Ok) you can check the wiki yourself: https://back4blood.fandom.com/wiki/Difficulty
The cheapest way to increase the game difficulty is by changing health and damage, making the special Zed be really annoying to even try to fight when a full load doesnt kill them, you know it is bs, they sure have weakpoints but they lack a clean vision clarity at the current game speed, you can compare back for blood with lost planet
even if it is a coop u might say that you need the "cooperation" of multiple player to focus on it, but thats kinda underwhelming when more then 1 spawns and you have the horde already on you.
L4D made it simple, just focus the special zed before they act and make you lose
B4D made it simple, just focus the special zed before they act and make you lose
where is the difference? If you actually focus them on L4D you can save your team
in B4B If your team doesnt focus them you're all ♥♥♥♥♥♥.
UNLESS you pick a specified deck or any other gimmick to get around this bulletsponge, i mean it is fun to play around a customized build for a specific situation but doesnt mean it needs to be a MUST to deal with it.
Also a game where the boomer (or any kamikazee unit) doesnt die in a few hits is stupid AF.
"Literally one of the things you brought up (damage indicators and health bars) is in game if you really want to be able to see those things. "
As i alredy said
I mean if a lot of people talk about ♥♥♥♥ of the game and you still buy is because you dont belive the game is that bad, at least thats what i did, and what im finding out isnt even a surprise at this point.
It is not speedrunning, it is rushing - Or rather was. After the recent patch it's a bit more like speedrunning lol.
There is a lot of skill and high level play in beating nightmare. I didn't beat nightmare by just running i beat nightmare using experience from playing 20 years of playing fps coop horde games at the highest level. That time I clutched t5 when the whole team died at 5/12 boxes and then defibs quickly went to waste, wasn't from "just speedrun", it was 20 minutes of sweaty palms killing hundreds of enemies.
But you're not wrong, it's just no one can see it for how clearly it is of the special design issue.
THERE ARE NOT TOO MANY SPECIALS.
The specials have way way too much health
they attack too hard
they move too fast
they have too little wind up on their attacks
their attacks are too fast.
It is bad design in their animations
their weakspots
their movement
their windups.
You can't counter them, and if you can't counter them they need to have half the health they do now
they need to stagger more easily
they need to attack slower
move slower
windup longer
have less range on their attacks
less aoe on their attacks
100 percent this. In before the git gud, use nades, stumble, "if they close, u bad" arguments. The tallboys are on speed drugs and some of their animations are near impossible to dodge.