This is an unlikely child in the Back 4 Bloods Goldilocks story. That has to be right. We want it tense. We want it challenging. We want to squeaking into the safe room with a horde hot on their heels and you are feeling that rush. We don’t want him unmanageable. We don’t want this to be unfair. Here’s our mission. Players must be competent. They have to overcome a loss, win or perish themselves. Skills, planning and teamwork should carry the work. That’s the goal. Toward the desired balance, the human error is the reason for the wrong balance / the constantly changing color structure, spawning systems, directorship, and other areas of the game. Using the above, Turtle Rock will be looking at tweaking several games, including:
reducing the rate of wild horses spawning a wild animal. Since there is more damage to Trauma now, developers see that Trauma was a rapid problem. This was an unreported bug that already was fixed in every game, except Training offline. working with a speedrun deck that will address the problem of being paired with teammates at higher difficulty levels. This isn’t an abomination of matchmaking. Devs are working for the task of solving this problem. To make melee builds more in-line with other viable builds, new versions have become somewhat (and inadvertently) OP. Nerfs will happen.
You can also go to the Official Site of Back 4 Blood to see more.