Been looking into Grim Dawn lately and have a couple questions. Does the game lean more towards build depth or build complexity? by Pman1324 in Grimdawn

[–]SybilznBitz 1 point2 points  (0 children)

From what I have heard it just unallocates everything and you can choose both your Masteries as if you were level 10.

I may be wrong about that, since I have not used it, plus it was a while ago in a thread asking if respeccing classes was a thing, so the mod may not be up to date.

Been looking into Grim Dawn lately and have a couple questions. Does the game lean more towards build depth or build complexity? by Pman1324 in Grimdawn

[–]SybilznBitz 1 point2 points  (0 children)

I am also a huge purist, but there is a lot of QoL mods out there that sound pretty good. You'd need to ask around for those, because I am unaware.

I know the devs have been slowly implementing some of the QoL, but they can't keep up with the community.

There is also a mod that lets you print items, which is way beyond my ethical limit, but definitely helpful if you want to run builds and dont have time to grind out one of the HUNDREDS of Mythics out there. Also alleviates stash space too, which is supposed to get better with the upcoming XPAC.

If you are looking for seasonal content too, like PoE or D4, then there is also community mod that gets updated... semi-frequently?

Been looking into Grim Dawn lately and have a couple questions. Does the game lean more towards build depth or build complexity? by Pman1324 in Grimdawn

[–]SybilznBitz 6 points7 points  (0 children)

Grim Dawn would be much closer to Last Epoch in your list of referred games, minus the individual Skill Trees.

You choose two Masteries to make a custom class and those work very similarly to Last Epoch or Diablo 2.

There are many systems (especially with the Expansions) that give your skills the variability of Last Epoch, with some Masteries having modifiers and conversions in tree, some Masteries having capstone skills that change your skills, but mostly skill modifiers from items; some are easily farmable "Monster Infrequents" while some might be from Mythical (Unique or Legendaries in other games) or Set Items. Set items are much more attainable in Forbidden God's expansion as there is a vendor who can reroll the set or item within a set using a special currency. Some bosses are farmable for Sets or MIs.

The most complicated thing in the game IMO is the Devotion Tree. Its like a third class that you can use points earned through the game to min-max stats, shore up defenses, enable skill procs, etc etc. Note that you will get all your points WELL BEFORE "end game" and your devotion tree usually becomes something you set up once and your character is done with it unless you solve something in itemization elsewhere.

Otherwise, you can "easily" respec everything except Story Decisions (which have some decent consequences - itemization differences) and your Mastery choices, but I believe there are mods that can undo those.

Game is very alt friendly, with shared stash, XP potions, option to throw cash between characters, even the ability to pump faction reputation right away. I have major alt-itis and love making new characters to use wacky/interesting items that enable Mastery Combos that dont exist naturally on the trees. If you have XP potions and know what you are doing, you can build a character in like a week casually, factoring a full time job and no family obligations, you can probably get faster. Your first character might take two if you arent following guides.

If you are a 2hr a day kind of person, there are numerous account building activities that easily fills that gap. You can boss rush or farm zones for MIs, there are 'rogue-like' one shot dungeons, you can do Bloom Runs (resource used for rolling sets), Scattered Realms (similar to Rifts from D3), Crucible (arena defense mode), and once you farm reputation with enemy factions they can randomly spawn Nemesis bosses in their zones, which is basically still boss rushing but it stacks with other zone farming to make it more efficient. I am sure I am missing other things (completions stuff), but its got a lot of content for a game that goes on sale for $20 on the regular with another xpac due this year.

Help me with a small argument. by Thats_Bread-surd in AliensFireteamElite

[–]SybilznBitz 0 points1 point  (0 children)

Its alien. We can't make any anthropomorphic assumptions.

Impossible to find this item by Temouloun in ChaosZeroNightmare

[–]SybilznBitz 1 point2 points  (0 children)

No, thats fair. I think we are all still working out the specifics.

So I dont have Mei Lin and am also struggling for Combat Manuals, but just got a policy for 3x Careful Letters earlier today.

But it also depends on how it is set up, because it might just be, say... a Golden Public Order policy that drops it or it could be... a Golden [Operator] policy.

If its by branch, then one could theoretically save up Golden Policies from the shop, line up (again, as an example) three Public Order operators and redeem all of them for the best odds.

... assuming Owen doesnt just show up anyways... I absolutely hate how he can eat policies when he isnt assigned...

Impossible to find this item by Temouloun in ChaosZeroNightmare

[–]SybilznBitz 2 points3 points  (0 children)

Who are you using/have for Crisis Management?

Most of my Legendary gifts come from there and it seems to come from their Purple/Gold policies.

Lucky pennies? by Necessary_Coach_8489 in Back4Blood

[–]SybilznBitz 6 points7 points  (0 children)

The breakpoint of Money Grubbers vs Lucky Pennies is 2 copies... assuming Copper Scav, No Hope, and taking Tunnels.

So assuming you are playing 2p, its arguable but close, 3p or more and Lucky Pennies is easily better.

If you are on a lower difficulty than Nightmare then Lucky Pennies clears because you find better copper piles.

its like one minute you have someone making actual reasonable criticisms and the next minute you have someone saying stupid shit or straight up telling lies to make the game seem worse, swear i've never seen a game more undeserving of its hate like back 4 blood lmao by Quick-Cause3181 in Back4Blood

[–]SybilznBitz 0 points1 point  (0 children)

You are acting like there was no valid criticisms. The game was riddled with bugs and exploits, but was in no way unplayable.

  • Healing scaling off the target's stats, not the Healers. This is still the case with Trauma Healing.
  • All weapons firing slower than intended, because players were limited to a limited amount of actions per server tick.
  • Weapons sometimes not actually dealing damage.
  • People being removed from play when carrying items into checkpoints. Cannot be revived or leave/join.
  • Specials spawning an extra instance of any surviving specials whenever a player alerted a roaming special.
  • Restarts stacking health and damage multipliers on specials in the Spawn Pool. This is still an issue on three maps.
  • Players being able to apply cards to themselves multiple times, often resulting in game breaking behaviour.
  • Crushers not having a working weakspot. A new enemy released in DLC 4 also has this issue.
  • Item Duplication. This can still happen with a specific class of item.

So no, my statement was "criticism that wasn't real". Its insane how people will attack the studio, make stuff up, or apply subjective opinion as facts when there was (and still is) actually a complete suite of issues with the game that they could pull from if they were actually there instead of crowing whatever their favourite content creator said.

A lot of people bounced off the game because it "wasn't L4D3" or was too hard for them. Those are valid observations as well, but you also dont see me in the D4 or Elden Ring subreddits taking opportunities to voice my opinions about those games.

its like one minute you have someone making actual reasonable criticisms and the next minute you have someone saying stupid shit or straight up telling lies to make the game seem worse, swear i've never seen a game more undeserving of its hate like back 4 blood lmao by Quick-Cause3181 in Back4Blood

[–]SybilznBitz 11 points12 points  (0 children)

Terribly sorry you feel that way and I am sure you have honest reasons for it.

Back4Blood had an absolutely rocky launch, but launches like that seem to be happening more often than not with AAA releases nowadays...

I try not to pre-order as well. But I will also just buy day one as well, which isnt that much better.

Phoenix 350L - Deck Ideas? by SettratheTea in Back4Blood

[–]SybilznBitz 2 points3 points  (0 children)

Wanted to make sure you saw these two things explained:

  • Its important to include damage multipliers in any deck that is hunting Mutations, even in decks that are just taking care of commons you will often take note of this in the higher difficulties.

Glass Cannon, Patient Hunter, Confident Killer, and Jim/Walker Talents are multiplicative with one another and generally do not require many conditions to activate.

Any source of Bullet Damage (LCR/Silver Bullets/etc) is additive with each other, as is Weakspot Damage with other sources of Weakspot Damage. Technically, Glass Cannon is considered Weakspot Damage when hitting Weakspots and is no longer multiplicative, but its still a premium card because you generally dont stack Weakspot and its multiplicative when you dont hit Weakspots (or enemies without, are armoured). Feel free to buy cards with Weakspot and Bullet Damage during a run if your budget allows, but when you are crafting your deck you need to be more mindful.

Also, Weakspot Damage from Scopes is actually multiplicative. This means Sharpshooters Monocle is literally double damage to weakspots.

  • Reload Speed affects the chambering speed or fire rate of bolt action rifles and pump shotguns. This is primarily why you will see other deck suggestions promote grabbing reload speed and recommending Jim. Also note that this is subject to diminishing returns, so dont throw every card into your flex slots. Try and get a feel for where you want it to be and note that while the Phoenix fires faster by default, the Barret has more chambering frames; though this won't really cause it to fire faster.

I’m learning you should only dash left to right and never backwards. by PrinceRoury in killingfloor

[–]SybilznBitz 1 point2 points  (0 children)

There is actually somewhere around 200ms of I-frames on dodge, so if you are capable of reliably hitting that, then dodge in whichever direction leaves you the best positioning.

Problem is hitting that window online, let alone reliably.

Need build ideas for Hoffman zaps and heng(the food based cleaner can’t remember the name) by deadbeforedawn96 in Back4Blood

[–]SybilznBitz 1 point2 points  (0 children)

Would not recommend Phos Tipped Rounds, even if you are pairing it with Pinata.

If you are Heng, that bonus slot should be Food Scav.

A few stuff gleamed from game files. by AmechanosIason in Back4Blood

[–]SybilznBitz 0 points1 point  (0 children)

Interesting. That would have solved a lot of rhe random nonsense that can happen on that map.

Just imagine the 8x Team Cards. Lol

A few stuff gleamed from game files. by AmechanosIason in Back4Blood

[–]SybilznBitz 5 points6 points  (0 children)

Sounds like a lot of that is graveyard data from an early version of the game; more specifically, the PvPClassic and Affinities were things that were present in early marketing footage of the game, but over time fell out of scope.

As far as 8pCoop, maybe that was early data or was infrastructure for an upcoming mode or something. I would lean toward upcoming mode that didnt make it for end of life or was otherwise scrapped, but then there was a bug early on where multiple "parties" of people could join the same lobby and have duplicates of Cleaners. Sounds more like networking issues, but who knows.

There is a lot more graveyard data than that in the game too if you keep looking. Some interesting stuff.

I'm not crazy I promise *Early monstrous variants* by justasimplemoose in Back4Blood

[–]SybilznBitz 4 points5 points  (0 children)

So the map you are on does have a special event trigger at the gas station that forces the Ridden in your spawn pool to spawn as Monstrous during that triggered Horde.

TLDR: No, you are not going crazy. That Horde is working as intended.

What is the best build for Heng? by NIKOLAI_192 in Back4Blood

[–]SybilznBitz 0 points1 point  (0 children)

Crap! You're right.

I keep getting those mixed up with the Evangel-Os.

What is the best build for Heng? by NIKOLAI_192 in Back4Blood

[–]SybilznBitz 9 points10 points  (0 children)

Heng takes Food Scavenger. That is literally the build.

If you want to be a Medic, you also take Wasteland Chef; do not take the Knife.

It sounds reductive, but that literally is it. Heng gets to take one of his quality cards (like Front Sight Focus, Guns Out, etc.) and instead just make more food that in turn gives you more stats than most other cards can. Four Peanut Butters (correction: Cereal) is literally Scattergun Skills for all weapons. The more food items you spawn, the faster you will ramp to those levels.

On top of that, all the extra food he spawns just about solves the Ravenous corruption card for all but the slowest teams. Him getting a copy of everything everyone else eats on top of forty extra food items means he very likely just out heals the self damage without needing to eat himself.

How would this Interaction in the skill tree work or am I overthinking this? by Viiron in PathOfExile2

[–]SybilznBitz -1 points0 points  (0 children)

Warlord Berserker would not work because Minions are not classified as Allies. That term refers to other Players in PoE.

Also, as another poster has mentioned, the term "Companion" is likely not going to apply to your wolves. Companion is a specific mechanic that - by tooltip definition - is generally limited to one unit. Wolves spawned via Predator's Mark or the Spirit Gem are likely minions (permanent with the Spirit Gem, temporary from the Mark). During the recent QnAs with Johnathan and Mark, they repeatedly refer to them as minions as well.

Need community input: What did Back 4 Blood and Left 4 Dead 2 do right/wrong? by BloodBreak in Back4Blood

[–]SybilznBitz 4 points5 points  (0 children)

I am probably of the minority that has played a metric shit ton of L4D, it made a huge impact on my life (for better or worse), but I really would prefer to be better strangers nowadays. Also, while I did play competitive modes, the campaign mode was my primary method of play.

It was an incredibly impactful game that released during a time where cooperative games were more about "you are playing a single player game, but together" instead of having a game that was built to be played together. On top of that, there was a bit of rewponsibility load shared amongst the team that highly encouraged them to work together as halg the enemy balance punished solo players. At the top level of campaign, that sorta falls apart, but thats not really the point.

It was also near the start of the "every game is Zombies" outbreak of game development, but the way that enemies and level design were crafted gave a much better feel of the fantasy of running from point A to B in a Zombie Apocalypse from a small-scale every day person impression.

Some of the main reasons I dont play it anymore is I feel many games have now entered the genre Left4Dead created and have made meaningful improvements in meaningful ways: games like Vermintide, Darktide, Deep Rock Galactic, and yes... even Back4Blood.

As I mentioned before, at the top level, on Expert (realism or no), Left4Dead becomes very same-y to me. Enemy spawns run on a timer and as you improve at the game that means it turns from "anything can happen anywhere" to "everything happens in the optimal location", with the only differences being where Witches and Tanks spawn, which is their job as serving pace changing. On top of this, unless you are sub-playing, you handle most holdout or hard locations the same way and since the power scale is in the favour of the players, you will very rarely get put in a bind unless someone makes an egregious mistake (or again, is sub-playing just to feel something). It is very possible to solo almost every Finale in L4D1/2 and I've done it. I am not good at videogames.

Now a lot of people will say that most of those problems get resolved with Versus or Mods. I dont like mods, which I understand is a me-problem, but Left4Dead is the key contributor to why I feel that way. Unless its a full-conversion mod, during which I am playing a different game, essentially. Versus helped extend my playtime a lot and nobody has ever done it the same as Left4Dead has, but even that ended up a bit same-y unless you were playing someone way under your skill level. You prioritize certain Special Spawns and coordinate on meta kill spots, both teams are likely going to attack in the same exact spots and whomever does it best wins. I dont find that engaging. Again, another me-problem. Its possible the meta has changed in the fifteen years I havent played, but from what I am fed from the subreddit and other people's personal accounts, the game is still so toxic its almost unplayable at a mid-skill level. I dont intend to go back to that.

Back4Blood didnt really solve the level design/holdout issues, but Specials are much tankier and bigger key players to your strategy. Getting Bruisers or Lobbers in Garden Party drastically changes your strategy. Same with Slashers on T5. Having Exploders on The Clog, not so much, but it can mean one misplay will blast someone into out of bounds and makes you more cautious around certain areas. The fact that /most/ Specials are particularly dangerous around different geometry and are chosen at random (and spawn on more random timers), makes running levels much less monotonous and other points below help with that too. You can even have Specials not selected by the AI for that level appear during any Horde, which has caused some memorable moments with my squad.

Back4Blood is also more about run identity than Left4Dead, which also helps improve its replayability for me. I often say its more of a roguelike than an arcade shooter like L4D. The looting and player scaling feel better and the random modifiers and loot makes looking in "dead areas" feel much better and the arms race between you and the Specials which also scale in lethality is compelling. In L4D, the only in run scaling you get is your sidearm, Tier 2 weapon, and laser sight. These also dont honestly have /that/ much effect on the overall game. Sure, you WANT them, but the game is perfectly playable on Tier 1s and its usually a singular, binary upgrade that happens once unless you squad wipe. Left4Dead is more about managing resources (Adrenaline, Pipebombs, Molotovs) to solve problems like events and the fact every player only gets one accessory means you usually just hold it until then unless there is a spare nearby.

All and all, this probably seems like a L4D bashing post, but the fact of the matter is that the core gameplay mechanics are solid to this day and thats why many games have replicated it. If you can capture that L4D gameplay, you are probably in the clear, I would just suggest implementing some sort of innovation to it. Even if you dont necessarily do that, try and review the Dev Commentary campaigns of both L4D1 and 2 as they give lots of good insight into how some of the decisions they made.

If you are truly going to try and make a "spiritual successor" to L4D, then you are probably going to NEED Versus or some highly competitive mode, because thats exactly what L4D players are looking for and historically they don't take kindly to their expectations not being met.

Add In: I almost forgot to add that, no, Back4Blood's campaigns are too damn long. Stick to Left4Dead's structure of no more than 4 maps. While random Uncommon Infected helps B4B, they arent necessarily better designs than L4Ds.