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It's not that I'm promoting the card or something, I skip it most of the time myself, but you need to equalize the green beans on everyone. There are many other spikes that can eliminate you, don't expect to just snowball because you got an improved deck.
Not what he's asking. He's asking whether the game automatically ramps up difficulty and makes it harder based on your deck composition, example;
Standard deck -> game spawns a tallboy
Improved deck -> game spawns a ferocious tallboy
A good or bad deck does make the game easier or harder, but the game doesn't artificially increase difficulty to counter a "good" deck as opposed to a "bad" one.
Then lock it? Not sure what the point of your response was.
Is there a solid confirmation on the number of players increasing spawns somewhere? All I could find is a "co-founder and creative director at TRS" explicitly stating that the number of players does NOT scale the difficulty;
https://www.reddit.com/r/Back4Blood/comments/ryedzo/comment/hronecp/?utm_source=share&utm_medium=ios_app&utm_name=iossmf&context=3
From personal observations, I believe that on start, there is a seed created that sets overall run difficulty through a theme of director's cards.
That's why sometimes you get a particularly evil run, just take on the challenge and push through :)
If the special spawn cycle was an arbitrary 30 seconds, you could clear it with bots in 15 and have no pressure on you. With humans taking over bots, your clear speed of each cycle drops to an arbitrary 25-30 seconds, meaning even with the same amount of specials spawning it feels like a lot more because you can't clear specials before a new cycle spawns.
your deck is one of them.
Further more, you'll always have different experiences because the corruption cards can really shift the tone of the game and also the random drops of objects thoughrought the acts.
The game was designed this way, to generate different experiences with each run.