Back 4 Bloods Worst Cards At Launch & Why They Need Rebalancing

Back 4 Blood’s Worst Cards At Launch & Why They Need Rebalancing

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Back 4 Blood introduces the Card system, allowing “Cleaners” to customize their playstyle. Some Cards are underwhelming and in need of rebalancing.

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Back 4 Bloods Worst Cards At Launch & Why They Need Rebalancing

In Back 4 Blood, cards are the primary mechanism behind the action combat, though some of the launch cards could use some attention and rebalancing. Cards provide buffs and bonuses to the health, stamina, and weapons of the player and some cards even provide bonuses for the entire team. Some cards in Back 4 Blood perform more strongly than others, which is to be expected in a game with this much ability customization. Others are in desperate need of a rework and should be avoided until further notice.

Back 4 Blood players are tasked with surviving in a post-apocalyptic zombie infested world, and they do this using cards that can occasionally be a bit difficult to understand, much less easily dissected for their mechanical value. While some seem valuable at first glance, they might be less useful in practice, while others that might seem a bit more humble turn out to be powerhouses when used in conjunction with other cards.

While most of Back 4 Blood’s cards are consistently useful when paired well with others, there are a few in particular that just don’t meet the minimum standard to be considered worthy inclusions consistently. While some early cards are obviously meant to be weaker than others, some are better able to hold their own with a more expansive deck. Combat cards like Meth Head and Mean Drunk have gotten damage bonuses of 10 or even 15% in Back 4 Blood’s November update, and some healing and support cards like Fresh Bandage and Ignore The Pain have been tweaked to offer bigger or faster healing boosts, but the following cards haven’t yet gotten any love, meaning there will almost always be better options.

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Back 4 Blood’s Worst Cards

Back 4 Bloods Worst Cards At Launch & Why They Need Rebalancing

One of the worst cards in Back 4 Blood that needs rebalancing is the Combat Knife. This turns the player’s bash attack into a knife, now registering as a melee weapon. It sounds useful on the surface, but one glaring flaw holds back the Combat Knife card: it lacks the ability to push enemies away. When swarmed by Ridden in Back 4 Blood, the most effective method for creating space between the player and the undead is the basic bash. Multiple Ridden can even be targeted by moving the aim cursor while using the melee bash attack. This allows players to shove the Ridden into one another, buying time to escape or switch to a weapon. The Combat Knife in Back 4 Blood eliminates this useful strategy. The knife could be viable with the addition of a shoving effect or a guarantee that it would take 20-25% of a stronger Ridden enemy’s health pool. With so many superior cards available for selection it would be difficult to justify selecting the Combat Knife even if this were the case.

Another card in need of rebalancing is Wooden Armor. Wooden armor provides an additional 40% resistance to trauma, a type of permanent damage in Back 4 Blood that lowers the players maximum health pool. The 40% buff comes with the sacrifice of -100% resistance to fire, acid, and explosive damage, all of which are very prevalent in Back 4 Blood. With multiple ways to heal trauma already in the game, the Wooden Armor card would require twice the trauma resistance it currently offers in order to make it a semi-tempting pick.

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Marathon Runner allows the player to strafe and backpedal with no movement penalty but completely removes the ability to sprint. In a game where surviving and escaping from the undead are core objectives, willingly removing the ability to sprint is rarely a good option. If Marathon Runner were to impose a sprint speed reduction of around 30% then it might be worth considering, but it’s not providing any value in its current state in Back 4 Blood. Dash only provides a 5% speed boost, and while it doesn’t have the -5% damage resistance modifier that Fleet of Foot does, that card offers an additional 5% speed boost – double that of Dash. This is the same trap that other low-level mobility cards fall into, like Energy Bar, which is outclassed almost immediately by the Cross Trainers.

The introduction of the card system in Back 4 Blood allows for rich customization in regard to playstyles. With so many cards and abilities present in the game, some will always be overshadowed. That likely won’t stop Turtle Rock Studios from reworking and rebalancing the current cards to get them all to a viable state.

Link Source : https://screenrant.com/back-4-blood-worst-launch-cards-balance/

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