Thursday, October 14, 2021

Back 4 Blood - Basic things you should know

Back 4 Blood is a thrilling and intense co-op zombie shooter that evolves the formula with a dynamic card-based loadout system and modernized shooting mechanics.


The gameplay of Back 4 Blood is largely similar to Left 4 Dead; both are 4 player cooperative games and 8 players in a PvP mode with a focus on multiplayer and replayability. A new feature of Back 4 Blood is cards. At the start of each level, players need to build their deck with cards that adjust various elements of gameplay, such as modifying the player's health, damage, and stamina. Along with player cards, the AI Director will also use Corruption cards against the player to hinder their progress. The AI can spawn extra enemies, activate a fog effect, and increase the size of the horde.

Characters

The best characters in Back 4 Blood are Hoffman, Mom, Doc, and Holly. If you’re struggling to beat Nightmare or even Veteran difficulty, this combination is your best bet. Resources are incredibly scarce in Back 4 Blood, and this team will help you survive when your inventories are empty and things are looking bleak.


Hoffman, Doc, Mom, and Holly have some very potent abilities that benefit the whole team in all situations. For starters, the ammo dropped when Hoffman kills a Ridden can be picked up by the whole team. Ammo is very scarce in Back 4 Blood, even relative to Left 4 Dead, so keeping your team stocked up is massive on higher difficulties.


Mom and Doc, meanwhile, are great for just keeping the team alive. You are going to be getting hit and going down on higher difficulties; it’s just inevitable. An instant pick-up, extra lives, boosted Trauma resistance, free healing, and extra healing items are all invaluable. The only way to beat Back 4 Blood’s campaign is to stay alive. Mom and Doc make that a lot easier.


Holly is a big help for that too, albeit in a less obvious way. You need Stamina to sprint and use melee attacks in Back 4 Blood. The game’s special Ridden are all incredibly dangerous up close, so reliably having the stamina to turn and run is massive. Plus, if you run out of ammo, you’re going to be swinging a melee weapon a lot. Running out of stamina gets you killed more than you might think so that extra boost for the team is a big deal.


Every character in Back 4 Blood has strengths, and you can absolutely beat Nightmare difficulty with any one of them. However, at least for the moment, Hoffman, Mom, Doc, and Holly look like clear leaders of the pack.


Mom

Can instantly revive one downed teammate per level

+1 support inventory slot (for healing items like Med Kits and Painkillers)

One additional team life. This means every team member can be downed an extra time before dying. It is NOT an extra continue.


Doc

Can heal low-health teammates without using healing items

Improved healing efficiency

Increased team Trauma resistance (Trauma is the decrease you take to your maximum health as you take damage during a campaign)


Hoffman

Ridden Hoffman kills have a chance to drop ammo

+1 offensive inventory slot (for pipe bombs, grenades, etc.)

+10% team max ammo capacity


Holly

Recovers 10 stamina on kill

+10% increased damage resistance

+25 team stamina


Walker

Precision kills (headshots on normal Ridden, glowing red weakspots on special Ridden) grant Walker 20% increased accuracy for five seconds

Walker deals 10% increased damage

+10 team max health


Karlee

Can sense nearby hazards

+1 quick inventory slot (this is the slot where things like ammo pouches and defibrillators go)

+50% team use speed (opening crates, interacting with medical cabinets)


Jim

Precision kills increase damage by 2.5% (this stacks until you take damage)

+25% Aim Down Sight speed

Increased team weakspot damage


Evangelo

Can break out of Special Ridden’s grab effects once per minute, and has 75% increased breakout speed

25% increased stamina regeneration

+5% team movement speed

Special Ridden

As you'll know if you've caught even the barest glimpse of Back 4 Blood, this is a game that is absolutely filled to the brim with zombies. Or Ridden, as they're known in-game. Most of these infected enemies are your straightforward lumbering zombie, and their only real strength is in their sheer numbers. But the other variants, known as Special Ridden, are far more dangerous. Let's go over them one by one and how to deal with each one effectively.


Snitchers

Snitchers have a comically descriptive name. These mutated monsters unleash a piercing shriek a few seconds after they spot you, which alerts the horde to your presence. You need to kill Snitchers as soon as possible to avoid getting overrun by the horde. They have a weak spot on their neck so with some precise shots you can be rid of them before they cause a problem. Just keep your ears open for their telltale screech.


Exploders/Retches

The twin Exploder and Retch are big but surprisingly fragile. However, they’re almost more dangerous when you kill them. There are two versions of this enemy. The Exploder, as the name implies, explodes on death, dealing massive damage and knocking players back. If one gets in close, run away before you start shooting. The other version, the Retch, spits a deadly acid. Much like Left 4 Dead’s spitters, they also explode and leave behind a pool of acid when they die. Be careful when you see these guys in choke points. They can kill your whole team very, very easily.


Bruisers

Also known as Tallboys, the Bruiser is a big damage threat up close. These monsters have one enormous, club-like arm that they will pound the crap out of you with. Letting a Bruiser get close is often a death sentence on higher-difficulty settings. Their weakspot can be tough to hit too. It’s on their right shoulder, where their giant club arm connects to their torso. Bruisers are smart enough to protect their weak point though, and will keep it turned away from their target. Get behind them while their attention is elsewhere to save your teammates before it’s too late.


Stingers

Stingers seem unthreatening at a glance. They bounce around on the walls rather than attacking directly, have fairly low health, and have an easy-to-hit weakspot on their stomach. However, they are extremely dangerous if left unattended. They spit a sticky goop that locks players in place. If you aren’t playing Evangelo or using a Breakout card, you will need a teammate to rescue you. Getting stuck like this with no teammate nearby will almost always leave you incapacitated. Don’t ignore them just because they’re up on a wall and not right next to you. Stingers are killers.


The Ogre

The Ogre is a boss of sorts in Back 4 Blood. This monster is absolutely massive and can soak up tons of bullets. Mercifully, you don’t actually have to kill him to beat the campaign. You can evade him and survive much more easily. Just stay on the move.


Keep an eye out when you are out in the open around the Ogre. He can throw massive, meatball-looking projectiles that deal a ton of damage. If you get caught off guard, it can be the end of the road for you.


Hag

Hags are powerful special ridden in Back 4 Blood and appear to be in the boss class of ridden alongside the Ogre, not much is known other than they are optional to fight and they are very powerful being able to devour enemies, kidnapping careless players by releasing hands from its mouth to drag cleaners inside. Once a player has been devoured the Hag will then run away and start to dig a hole to try and escape, if successful the kidnapped Cleaner will count as Dead. However the same character may be encountered later in the stage wrapped in a cocoon from which they can be freed.


They are around the size of a Bruiser being notably smaller than the Ogre but still fairly large in terms of enemies.


Breaker

Breakers are powerful Ridden in Back 4 Blood and appear to function similarly to the Tanks in Left 4 Dead charging at players and pummeling them to death if not killed.


Despite their large size being around the largest Ridden so far they are shown to be very agile leaping after enemies.


Abomination

The Abomination is the largest and most powerful Ridden in the game (as of launch) and is the final boss of Back 4 Blood


The creatures appearance is of that of a long torso with a monstrous head and multiple tentacles coming from it which it can extend and act as separate entities when fought, they themselves have their own set of mouths, the creature propels itself by using its arms to pull itself around

Supply Lines

Cards are one of the biggest elements that set Back 4 Blood apart from its spiritual predecessor, Left 4 Dead. However, the beta provides a pretty limited explanation of how cards and Supply Lines work. If you’re looking to learn the system and build the best deck to take on Nightmare mode, look no further than our guide to Back 4 Blood Supply Lines and cards.


How do Back 4 Blood Supply Lines work?

You start the Back 4 Blood open beta with a preset deck containing some basic cards. To unlock more cards, you will need to progress your Supply Lines. Supply Lines are sort of like a Battle Pass; you earn progress through a set track of rewards through gameplay. Right now, there are really no secrets to this. You earn Supply Points for finishing campaign levels, so get out there and play the game to progress. Then, interact with one of the two NPCs marked on your HUD in Fort Hope to spend your Supply Points.


At the start, every player will work through a single Supply Line that includes some cosmetics and a few basic cards. After that, you are presented with three different Supply Lines you can progress individually. Starting a new Supply Line doesn’t commit you to it, either. You can unlock the first two cards in Paul’s Alley, go out and earn more Supply Points, then spend those on the first card in The Crow’s Nest, for example.


In addition to the challenges, Corruption Cards include dangerous modifiers that unpredictably alter the difficulty of the campaign. Modifiers range from simple weather changes, like the Mist card, to specific bonuses for Ridden, like the Armored Bruisers card. You need to pay close attention to the Corruption Cards active on each level so that you aren’t caught off guard.


Drawing and using player cards

After Corruption Cards are drawn, each player will draw five cards from their deck. You must choose one out of the five to activate for the rest of the campaign. The rest are shuffled back into your deck.


Because your cards remain active for the duration of the campaign, you have a lot of opportunities to build synergies as you go. Back 4 Blood’s campaign grows ever more difficult as you progress, so boosting your power as you push forward is key. If you can’t beat the much more difficult second half of the campaign on your first go don’t fret. You can spend those Supply Points, unlock new cards, and build a better deck for the next run. It’s a neat little roguelike-inspired system that shakes up the gameplay a lot.

Deck Building

The Card system starts in the Fort Hope lobby area with deck building. You can access the deck builder through the same two NPCs mentioned above. You start with a preset deck and can build new ones with the cards you unlock via Supply Lines.


Each deck contains a maximum of 15 cards. No duplicates are allowed either, so you can’t stack a card like Cross Trainers to become incredibly fast. Some cards have independently powerful bonuses, like Breakout, which allows you to break free from grabs on a cooldown. Others work synergistically. For example, you can combine Energy Bar, which increases stamina regeneration, with Run and Gun, which lets you shoot while sprinting, to enable a more, well, run and gun playstyle. Play around with different combinations to find a deck that fits you.


One important thing: the top card on your deck will automatically be active for the entire campaign. Make sure to put a powerful card at the top to maximize your efficiency.

Corruption Cards

At the start of every level, Back 4 Blood’s AI director draws Corruption Cards that modify the difficulty of the campaign. This is especially impactful in the second half of the campaign, where the Director draws five cards instead of two. It’s a big component of the difficulty, and it’s easy to get caught off-guard if you aren’t paying attention. If you missed an Armored Bruisers draw at the start of a level, you may find yourself dumping ammo into a protected weak spot to little effect. That’s a great way to get crushed and die. Read the Corruption Cards carefully so you know what to expect.


Now you’re ready to take on Nightmare mode and push for completion. It’s a big challenge, but we believe in you.

Weapon Attachments

More Left 4 Dead differences! Back 4 Blood has more complicated weapons, which include attachment slots you can modify over the course of a campaign. Attachments can be purchased at the buy station in each safe house or found over the course of a campaign. Most of these are straightforward and include descriptions of the stats they provide.


Some weapons found on the ground will also have broken attachments that have stat penalties instead of bonuses. Keep an eye out for red attachments; these are the broken ones. Unfortunately, you can’t just pop them off either. If you find an attachment for the same slot though, you can replace the damaged part. I’ve seen a lot of players wondering how to remove weapon attachments in Back 4 Blood, and this is the only way right now.

Copper

More Left 4 Dead differences! Back 4 Blood has more complicated weapons, which include attachment slots you can modify over the course of a campaign. Attachments can be purchased at the buy station in each safe house or found over the course of a campaign. Most of these are straightforward and include descriptions of the stats they provide.


Some weapons found on the ground will also have broken attachments that have stat penalties instead of bonuses. Keep an eye out for red attachments; these are the broken ones. Unfortunately, you can’t just pop them off either. If you find an attachment for the same slot though, you can replace the damaged part. I’ve seen a lot of players wondering how to remove weapon attachments in Back 4 Blood, and this is the only way right now.

Pick The Right Team

Another key difference from Left 4 Dead is the character system. Back 4 Blood’s cast has more than just witty quips up their sleeves. Each character brings unique abilities to the table to help themselves and their team. Every character is solid, and you can play to their strengths through deck building. However, on Nightmare difficulty, you’re going to need the best team you can get. We’ve got a guide to the best characters in Back 4 Blood to help you and your team stay alive.

Be a Rogue-Light

The biggest key to avoiding frustration with Back 4 Blood’s difficulty is understanding how its design differs from Left 4 Dead. You aren’t meant to beat this campaign on Veteran or higher difficulty on your first try, even if you’re the most grizzled of Left 4 Dead veterans. Back 4 Blood uses a deck building system, similar to what you’d see in many roguelite games. The first time you face the campaign, and particularly the much more difficult second half, you’re likely to run into trouble. The default, prebuilt deck will only get you so far.


Thankfully, you can use Supply Lines to unlock more cards and build better decks. After that, you can restart the campaign from the last level you reached with a fresh set of continues and an improved deck. Push as far as you can, upgrade your deck, and go again. Eventually, you’ll make it to the end of the campaign, unless you get dealt a particularly brutal Corruption Card.

Versus

In Versus mode, if you play as a Ridden (the zombies) your goal is to kill the Cleaners (the human characters) as fast as possible. If you’re on the Cleaner team instead, your goal is to stay alive for as long as possible. Each team consists of four players, and the roles are randomly assigned.


However, the roles will be reversed when the next round starts. If you played as a Cleaner during the first round, you have to make sure the new Cleaners don’t stay alive longer than your team did. If they can’t beat your score, you win. The first team to win two rounds is the winner.


If you start on the Ridden team, the first thing you need to do is choose your zombie type. There are three species of Special Infected to choose from, and each has three subclasses. Here’s an overview of each playable Ridden class in Back 4 Blood Versus Mode:


Stinger

This four-armed creature is a small, but highly mobile Ridden. Stingers can cling to walls, jump over long distances, and perform a ranged projectile attack. The Hocker variant can also perform a ranged harpoon attack, but is more vulnerable. The Stalker variant, on the other hand, exchanges its ranged projectile for two melee attacks.


Reeker

A bulky and slow Ridden type that specializes in suicide attacks. He has a melee attack which can be used to force a Cleaner to kill you up close. If a Reeker gets killed, he’ll explode and harm the vision of all nearby Cleaners. This explosion will also alert a horde of Common Infected. The Exploder variant has a weaker melee attack but is able to trigger the explosion at will, while the Retch variant gets an additional vomit attack.


Tallboy

A bit slow, but deadly in close range. This massive Ridden tank has an equally massive right arm, which he uses as a club to knock down Cleaners. He can perform short forwards bursts to get closer to his targets. The Bruiser variant can also use a massive melee-range slam attack, and the Crusher can use an additional squeeze attack.


However, choosing a Ridden class is not the only thing you must do before the match starts: It’s also important you spend your Mutation Points on Ridden upgrades. You can either upgrade one of the three classes mentioned above, or strengthen the Common Infected. You’ll gain more Mutation Points by damaging (not necessarily killing) the Cleaners.


If you start your Back 4 Blood PvP round as a Cleaner, pick your human character. They're the same characters from the campaign. Next, you pick a preset PvP card deck and select your cards (you’ll get new draws at the start of each new round).


This spawns you on the Versus map. But don't fret: this is just the preparation phase. Use this time to open crates, choose the best weapons, and set up your defenses (barbed wire, traps, etc).


Now you just have to kill the Ridden players and try to stay alive. Beware that the Special Infected are accompanied by the horde (Common Infected AI). As the players usually go all in from the start though (while the Horde is a bit slow), it’s them you should look out for the most.


Back 4 Blood’s versus maps shrink over time, making it increasingly difficult for the Cleaners to stay alive. If Cleaners go outside the safe zone (similar to those in most battle royale games), they’ll get hurt by insect swarms. The swarm can’t hurt the Ridden, though.


If you’re on the Cleaner team, stick together. A lone player tends to end up a dead player. As for the Ridden, you should always be on the lookout for easy single targets.


If there’s more than one type of Special Infected in a team, spending Mutation Points on that Ridden type will upgrade all of them.


If you play as a Ridden, don't underestimate the horde. If you only spend Mutation Points on Special Infected controlled by you and your teammates, it might be hard to overwhelm the Cleaners. A strong horde will distract them, making it easier to land some kills.

Guide by Bizzy

Back 4 Blood - How to fight the Abomination


In this guide, I'll show you how to effectively deal with the final boss of Back 4 Blood and recommended cards to help you seize the day! This guide will be a constant work in-progress as I upload images and fighting this boss on various difficulties.


Please keep in mind, that I may not always have time to update this appropriately but I'll try my absolute best to assist you! Input can also be welcomed and properly credited for your contribution!


Starting Act 4

When you start Act 4, all 15 of your deck's cards will be immediately played and activated. You get to draw one basic card for stamina, ammo, health, or copper. Copper is absolutely useless in this part of the game so pick the 3 former cards before it that suit your needs.

You'll also have randomized weapons of Epic (Purple) quality for maximum damage output with randomized high quality mods attached to them. Sidearms and Melee included. So pick out the ones you want that suit your playstyle!

Lastly, you start with several thousand copper (Approx. 2500) to start spending for item upgrades, additional weapons, and accessories. You'll only get to use the vendor once, so make it count!

Once you're all geared up, head past the saferoom door.

First phase

First thing you'll notice is the wandering Ridden on a small section of street. It's only then that after you drop down onto it that 4 tentacles will pop out of the ground and need to be destroyed.

The tentacles can only be damaged when they open up their weakspot. Which, in turn, is before and after they attack. They hit incredibly hard and can deal significant damage. However, their range is limited and you can run around them to avoid taking a hit.

Once a tentacle is destroyed, they burrow into the ground and occasionally spew acid in a radius around themselves. A horde is also alerted after a tentacle is gone.

After all four tentacles are destroyed, look around the area carefully for extra supplies to restock or change weapons. Do not haphazardly jump into one of the four holes until your entire team is fully ready or you'll be alone and at the mercy of Mutation Ridden down below in phase 2.

One good strategy for this phase is to have one teammate deal with the Ridden and hordes while the others focus on the tentacles.

Second phase

Now you gotta deal with the big bastard himself. The area you fight him in is small and there's limited supplies compared to above ground.

The main goal here is to destroy the weakspots inside the bugger's mouth as quickly as possible while Ridden and Mutations constantly spawn. You also got to deal with the tentacles from earlier which do massive damage when they strike you. He'll also chomp at you if you get too close to his head.

Like the previous phase, he'll open his mouth with weakspots but the difference being only AFTER he attacks with the tentacles. The tentacles are the biggest threat here. They spew acid and attempt to impale you to the walls. Even after they're stuck in the walls, they can slam the ground around them dealing massive damage to you.

As before, try to have one person deal with the constant spawns of Ridden while the rest focus on the big guy. Pay extra attention to the tentacles and where they'll attack. They can be easily dodged if you know where they're aiming at.

Final phase

The final boss decides it can't handle how awesome your team is and decides to run away. Problem is this could be the most difficult phase. You're slapped with a time limit and if it reaches zero you'll fail your run. The boss is constantly on the move and you need to constantly position yourself to get its weakspots. As usual, Ridden and Mutations spawn but in unpredictable directions.

Not sure if this is a bug either, but I noticed that if you're in the wrong spot while the Abomination is moving you could get insta-downed from being crushed so be mindful of your positioning.

There's weakspots on its body that need to be destroyed as quickly as possible. You're also going to be constantly on the move and constantly swarmed by Ridden. Teamwork is absolutely imperative here if you want to succeed. Staying together will improve your odds as well.

The weakspots disappear after taking enough damage forcing you to shoot at a different spot. Some of the spots are really hard to get to like on top of him or on his underbelly.

Definitely do your best to get to those weakspots to achieve victory!

Cards

When I have more time to come back to this guide, I'll upload images of cards that I personally recommend or the community recommends. Contributions and recommendations are always welcomed!

The biggest cards you want without a doubt are weakspot damage increases. These will shread the boss like crazy since you can only harm him by shooting his weakspots. I also recommend increasing the damage of your preferred weapon type be it Assault Rifles, LMGs, SMGs, Shotguns, Sniper Rifles, etc. Be mindful of the downsides if you want a bigger bonus!

Stamina, Health, Damage and Trauma Resistance will help immensely with your survivability. The more the better. Sprinting efficiency will probably help against the final phase where you need to be constantly on the move.

Also recommend quick revive cards such as Smelling Salts with Avenge the Fallen and Inspiring Sacrifice if you or your teammates go down. Breakout helps you get out of grabs without having to carry Stun Guns in favor over Defibrillators. Healing Trauma cards also recommended but only if it can be done with First Aid Kits or Defibrillators.

Lastly, any cards that involve gaining copper in any form should not be used since copper at this point is useless. Cards that have copper loss as downsides can and should be used with impunity since their downsides become virtually non-existent here. (Ex. Silver Bullets)
Guide by SparksKitsune

Back 4 Blood - How to kill your friends in main lobby

 A sneaky way to murder your friends while waiting for a lobby.....shhhhh

Tricking your friend

Have your friend stand in the boxing ring in the back

Where you should be

go to the gun range part out back and grab a Sniper (with scoop if needed for your poor aim)

Pull the Trigger

Shoot your friend cross camp in the ring
with the ring being PVP they will take bullet damage as well
a good headshot will kill them
dog water aim and body shot will do 80HP

THANK YOU AND GOOD LUCK

i hope at least one person stumbles upon this and does it to confuse the hell out of someone

Guide by RedBull

Back 4 Blood - Path to Barbwire Ascension

For the true believer's from the beta all the way to release. One thing will make you the best players of back4blood

Step 1 Acceptance of Barbwire

Accept that the barbwire is the most powerful tool at your disposal, besides the guns.

Step 2 Barbwire Acension

Now that you are equipped to handle the world outside your safe room, time to prepare.


Begin praying to the R N G - G O D S and hope you get the upgrades for your offensive slot.

You should hope to upgrade the barbwire as soon as possible, everything else is pointless.

Step 3 Denial of the Non barbed Cleaners

After achieving maximum upgrades to barbwire, you should convince all non-barb cleaners to correct themselves.


Tell your allies the the Barbwire will guarantee safety to the ridden and allow safe passage to turtles.

Those who don't remain with the barbwire shall be slaughtered by the Tall Boi's.


Don't break yourself, only barbwire yourself for maximum wire efficiency.

Step 4 NEED MORE BARBWIRES

Barbwire Buddies

Now that you've conquered all heretics in your squad, its time to prepare yourself for barbwire.


Maximum Barbwire

Your team should be well equipped to handle all the capacity for barbwire at this point.

If your allies lack the funding to get more, share the bounty of barbwire with them so they too

will be saved by your barbed friendship.


Choose wisely as to when you wish to deploy, for it could cost you your precious bundles of wire.


Congratulations!

Now that you've convinced yourself and others of your great choices, now your ready to take on the ridden!

Guide by Goatking 

Back 4 Blood - Ultimate Supply Points Farm

If everything goes right and you get a decent build you can beat this mission in ~3 minutes. My fastest run was just a little over 2 minutes with a full squad on the same page.

Meat and Potatoes

(On mobile atm, will update guide with better formatting and pizzazz when I get home)

  • Step 1: Try and put points into grenade damage cards. It will be worth it in the long run.
  • Step 2: Start up the 1st mission on Act 2.
  • Step 3: Bum rush the boss with grenades and kill him quickly.
  • Step 4: Complete the mission
  • Step 5: Collect the sweet loot


If everything goes right and you get a decent build you can beat this mission in ~3 minutes. My fastest run was just a little over 2 minutes with a full squad on the same page. 

New World - Character Creation Guide - Wizard/Mage

 This guide will show you how to make an awesome looking wizard/mage character in New World.

Body Type

Select the male body type.


Face

Select this face:


Skin Tone

Select this skin tone:


Hair Style

Select this hair style:


...and make it as white as possible. (The very first color option, pure white.)

Facial Hair

Select this facial hair:


...and, again, make it as white as possible. (The very first color option) So it matches the hair.

Eye Color

Select this eye color:


(The lightest shade of blue)

Features/Scars/Tattoos

I personally didn't add any features/scars/tattoos to this character... I feel like he looks the best with just a plain face. Plus the face used for this character has a few wrinkles around the eyes/forehead, which make him look aged (like a wizard would be), but not too aged; the wrinkles are very minimal, which is nice. So I think the wrinkles are all he needs, there doesn't need to be any scars or features added.

Name

Now you just need to name him! I personally went with a username that I thought matched the character's appearance pretty well - WiseOne51... but basically any "wizardy" or magical sounding name will fit well, and expand upon the wizard theme even more.


Faction

It was really hard to choose which faction to go with. I wanted the one that would BEST fit with the wizard theme... I was torn between the Covenant and the Syndicate for a while, but I ended up going with Syndicate. The Syndicate seek knowledge, their color is purple (which is a good mage color), they are really into alchemy, they're arcane. The other two factions, Marauders & Covenant, are more aggressive warrior types, so I came to the conclusion that Syndicate is the best-fitting faction for mages.
Guide by Psycho 

New World - All Chat Emotes

 This guide will list all of the emotes you can activate using chat commands in New World.

How to do it

Type any of these commands in chat to perform the emote. For example, if you type "/cheer" in chat, your character will cheer.

Emotes

  • /cheer
  • /dance
  • /dice
  • /flex
  • /go
  • /point
  • /here
  • /no
  • /sit
  • /thumbs
  • /wave
Guide by Psycho

New World - Attributes Quick Reference

 There are five core attributes in New World. Each player starts with 5 Points in each Attribute. Each level grants attribute points, higher levels grant more attributes per level. The total amount of attributes granted from leveling is 190. Attribute points can also be enhanced with Equipment bonuses.


It is free to Respec until level 20. Beyond level 20, redistributing your attribute points costs Coin. See the table below for details.

Constitution - view full size

Dexterity - view full size

Focus - view full size

Intelligence - view full size

Strength - view full size
Guide by Proxiezs

Back 4 Blood -

 I have written the following guide in order to share a deck build that I have found very efficient during my many runs with Doc. The deck is focused on boosting Team Survivability, Healing Efficiency, and Rapid Revival. The deck is also more geared towards Veteran difficulty rather than Nightmare - I may do a separate guide for Nightmare in the future.

Intro

Hi there, this is my first ever guide so any feedback, good or bad, would be much appreciated.


Since the launch of Early Access, Doc has quickly become my new favorite character,

and I’ve been experimenting with a lot of different deck builds in hopes of finding the right one. Following multiple reshuffles and adjustments based on the many new missions, this is the deck that I found the most useful and effective for running the Back 4 Blood Campaign with Doc as a Support.


Please bear in mind that this deck is adjusted to my own play style, and you may or may not like or find the card order as useful as I have. I’ve built this deck with the idea of boosting my team’s survivability, and with a focus on healing efficiency and rapid revival. You’ll also find my analysis and explanations as to why I’ve chosen these cards, and this particular order. Now let us begin.


First 2 Cards



If you’re playing in a pub game and you’re just getting started with Doc, then I would recommend to swap out Shoulder Bag for Inspiring Sacrifice, as that may help even more if the team gets incapacitated a lot. Otherwise, I found these 2 starting Cards to synergize really well, especially during the first mission, regardless of whether you’re playing Act 1,2 or 3.


The idea behind it is that I want to start spawning Healing Accessories (Pills, Bandages, Health Kits, Defibrillators) as quickly as possible. I also want 2 additional slots so that I can hold multiple items, and also start stacking them for future missions.


Personally, I don’t mind trading off 10% of my Damage for 2 additional Support Slots, the Damage Reduction doesn’t seem to affect headshots, and I can offer much more value to my team with 2 extra Support Items as Doc, than with 10% more Damage.


If you’re lucky and if your team doesn’t take too much damage, you can even end the first mission with 3 Bandages/Pills/Kits, and even a Defib. Your team can also take advantage of the extra Support Items spawning around the map, and can stack them for later use.


3rd-4th Card



If you ended up with 1 or 2 extra Health Kits after the first mission, then it would make sense to play the Medical Professional card. I personally found that card to be one of the most overpowered for Doc, and I like to play it as early as possible, especially if I already have Kits and/or Defibs on me.


If your team is doing well on Health and you’re not expecting to get downed anytime soon, then you can play Experienced EMT. Increasing each of your teammates’ total health by 20% can go a long way to finishing any mission without too much of a problem.


For the 4th card I would normally go with whatever I didn’t select in the previous round. You obviously have many more choices than that, and you should always choose based on what you believe will help your team the most. I reviewed all Support Cards and re-watched a lot of my missions, and leading up to this point, these 4 starting cards have proven the most effective for me.

5th-8th Card

By now you've already become a fairly strong support. Your cards spawn extra Healing Items which you can easily stack, you have a very powerful heal (that can also recover Trauma Damage and 1 Extra Life if you use Kit/Defib), and you can also buff up your team’s Max Health by 20% (including yours) every mission. This is already on top of the 3 default x 25 Health Bandages that you can apply to your teammates once every mission.


Now you should have a bit more leeway when it comes to the next choice. I tend to vary mine in between the following:




I would normally go with the Field Surgeon, as I want that extra 60% Healing Efficiency (on top of my default 20%). This almost guarantees that I can bailout any teammate who’s low on health, and quickly bring them back into the fight. I don’t find the -50% Use Speed to impact me that much, sure you have to wait a bit longer to open up supply crates and loot rooms, but other than that, your teammates can well compensate for it.


Inspiring Sacrifice used to be my go-to card during the Beta, especially while playing with Mom. It was a must-have card right from the very first mission. Ever since Doc was released, I felt that card’s value slowly dropping, down to the point where I normally play it when I get halfway through my deck, or by the end. The card does offer value as the further you go into the missions, the higher the chances that one of you will get incapacitated. Whenever that happens, the rest of the team can benefit from the Extra Health, even more so if you’re in the middle of a horde fight.


Combat Medic is a pretty useful card that will allow you to revive your teammates with 20 Extra Health, on top of also giving you a 50% Use Speed, which personally I haven’t found that useful on Doc (bearing in mind that Use Speed is different from Revive Speed). The Combat Medic card can also be combined with the Field Surgeon card in order to negate the loss of Use Speed (should you ever feel like that’s a problem).


Chemical Courage seems like a situational card, and I would probably choose it at this stage if my teammates or I were stacked up on Pills, or if we were playing a mission where we have to run from point A to B with breaks in between. Personally, I wouldn’t stack pills as Doc, as I find Health Kits and Bandages to be much more efficient. If you can coordinate well with your team, and have them drop you Pills on the go, then this card can be very efficient, especially on a Melee, or during a Boss Fight. It can also go well with the Stimulants card, which further buffs the use of Pills.

9th-12th Card



You again have a few choices based on what you feel like you’re missing the most at this stage.


Medical Expert can bring you even more Healing Efficiency which should total 95% Extra by this stage, on top of the 15% Temporary Move Speed which can also come in handy during a horde fight.


Charitable Soul seems like a good choice if you’re constantly taking damage, even though I haven’t found any other uses besides that. It’s definitely a good card to have in the deck, and you should normally play it by the end of the run, but I don’t feel like it brings that much value compared to others.


I would probably go with Pep Talk for my next choice as I have found the extra 150% Revive Speed to be crucial during several missions, and I don’t mind the 5% Damage Resistance loss as by this stage I can well compensate with other perks. I also feel that by this stage, Revive Speed is what I’m missing the most in my build.


Group Therapy can also be a nice addition to the deck, especially if you’re constantly using bandages on either yourself or your teammates. Throughout some missions you can even end up using 10+ bandages/pills by the end, so that extra 5 Health per teammate can stack up really well.

Last 3 Cards



These are normally the cards that I play last in my deck, if I get the chance.


Stimulants can be a nice addition on top of Chemical Courage, but alone I feel that they offer very little, and this card should always be kept as one of the last.


Poultice gives an extra 20 Health but by this stage you’re already a beast when it comes to healing. I may replace this card in the future with the Needs of the Many Card which gives 1 Extra Team Life at the cost of 20% Health. My reasoning would be that if you already played the Experienced EMT Card, you can negate the 20% Health loss by simply bandaging yourself once per mission.


Rousing Speech is an intriguing card that I’ve experimented with very briefly. Personally I don’t find the added +225% Revive Speed and +20% Reduced Incap Trauma to be nearly as good as giving up my Offensive Accessories slot. My reasoning is that by this stage (if you have constantly bought Team Upgrades) you should have at least 2 Offensive Slots, and at least 1 Offensive Upgrade. I find that no matter what I use (Firecrackers, Pipe Bombs, Grenades, Molotovs, even Flashbangs), I bring much more value to the team than additional Revive Speed and a fairly low Incap Trauma Reduction. I also feel much more exposed without having Offensive Accessories on me, and I need to be much more reliant on my teammates, effectively putting more weight on their shoulders. The Pep Talk Card already gives you 150% Revive Speed and that’s more than enough in my opinion.

Guide by Sev

CSGO - How to get Green Trust Factor

Follow this 12 simple steps to get Green Trust Factor in CSGO:

  1. Use Steam Guard.
  2. Make your profile public.
  3. Become an active member of the Steam Community.
  4. Play games often without cheating.
  5. Get praise (commended) by your teammates.
  6. Do not kick anyone out of the game.
  7. Do not block your teammates and do not harm your teammate in the game.
  8. Do more OVERWATCH cases.
  9. Like guides like this.
  10. Add more friends.
  11. Comment on many different profiles, discussions and guides like this one.
  12. You can give Award if you like.


New World - A Regional Guide to Herbs and Provisions for Cooking

A Regional Guide to Herbs and Provisions for Cooking
Each region has different possible drops from herb plants and provision caches. This guide's goal is to eventually detail each and every region's possible drops from these two sources.

The Appetizer

As mentioned, this guide will concern the different cooking supplies that are able to be obtained from two sources: Herb Plants and Provision Caches

This guide is not concerned with where to find them. You can use the New World map website to do that.

Wit that said, at this time the guide is not complete. I have not been to all regions to record their various resources. If you have information on these missing regions, please feel free to post such info in the comments so I may add it to the guide.

The Meat and Potatoes

First Light

Herbs
  • Cinnamon
  • Dill
  • Nutmeg
  • Saffron

Provisions
  • Milk
  • Cauliflower
  • Melon
  • Onion

Monarch's Bluff

Herbs
  • Peppercorn
  • Oregano
  • Paprika

Provisions
  • Milk
  • Yeast
  • Tomatoes
  • Rice

Everfall

Herbs
  • Basil
  • Sage
  • Garlic

Provisions
  • String Beans
  • Milk
  • Wheat
  • Salt

Windsward

Herbs
  • Thyme
  • Ginger
  • Mint

Provisions
  • Coconut
  • Sugar
  • Milk

Cutlass Keys

Herbs
  • Peppercorn
  • Cinnamon
  • Parsley

Provisions
  • Onion
  • Tomato
  • Milk
  • Orange

Brightwood

Herbs
  • Paprika
  • Saffron
  • Tarragon

Provisions
  • Apple
  • Yeast
  • Milk
  • Salt


Weavers Fen

Herbs
  • Mint
  • Nutmeg
  • Rosemary

Provisions
  • Lemon
  • Melon
  • Milk
  • Coconut

Restless Shore

Herbs
  • Rosemary
  • Mint
  • Oregano

Provisions
  • Lemon
  • Coconut
  • Rice

Ebonscale Reach

Herbs



Provisions



Reek Water


Herbs



Provisions



Mourningdale

Herbs
  • Peppercorn
  • Dill
  • Parsley
  • Saffron

Provisions
  • Cauliflour
  • Tomato
  • Milk
  • Orange
Guide by The Red Scare

Dead by Daylight - All codes (expired and active)

Here I will Show you all the active codes and expired codes.

Make sure you follow the guide and I will keep you updated with every code that comes out!

Working codes

  • DWIGHTCROW - Dwight Crow Charm (OCT 1 - OCT 31)
  • INSERTCOIN - Arcade Machine Charm (Don't know exact date)
  • PRIDE - Rainbow Flag Pride Charm (Permanent)
  • NICE - 69 Bloodpoints (No date...)


Expired codes

In case you're interested, here are all expired codes

  • BOOP - 'Boop The Snoot' mask for Meg Thomas
  • HISSANDHERS - two charms
  • AUSOME - two cosmetics
  • GOLDENBROS - two cosmetics
  • BETTERTHANONE - two cosmetics
  • PIECEOFCAKE - two charms
  • RANKROULETTE - 250k Bloodpoints
  • AD800947-01A7-4DEF-81AD-40DDC501DE50 - 250,000 BP & 1,000 Iridescent Shards
  • ANNIVERSARYFRAGMENTS - 10 Rift Fragments
  • FD3EB91E-B741-454B-A5DD-BC8DA406F162 - 10 Rift Fragments
  • KodomonoHi2021 - 60k Bloodpoints
  • midorinohi2021 - 50k Bloodpoints
  • KenpouKinenBi2021 - 40k Bloodpoints
  • happygoldenweek2021 - 30k Bloodpoints
  • TWITTERSMOL - 1 BP
  • TWITTERLORGE - 100,000 Bloodpoints
  • BILIBILI200K - 200,000 Bloodpoints
  • LUCKYCHARM - Lunar New Year Charm
  • LUNARNEWGEAR - Lunar Katana for the Spirit
  • BULLSHIRT - Lunar New Year - Adam Francis Jacket
  • ZARINOX - Lunar Skin for Zarina Kassir
  • DJC2021 - 100k Bloodpoints
  • ♥♥♥♥♥♥♥♥♥♥ - 100k Bloodpoints
  • DISCORD200K - 200,000 Bloodpoints
  • EntitysLittleHelper - free charm
  • MNOGO - Sweater for Legion
  • byebye2020 - Fruitcake Charm for Killer
  • NewYearNewEntity - New Year ‘21 Charm
  • FrostyBlight - Blight's Frosty Eyes
  • METATRON - Cheryl's Sweater
  • FROSTYTWINS - Twins Frosty Eyes
  • GIFTTHERIFT - 20 Rift Shards and extend the current archive for a week
  • pathfinder - Elodie's sweater
  • frostydeath - Deathslingers Frosty Eyes
  • HOLIDAYFORMAL - Felix Sweater
  • SOITCHY - free holiday sweater
  • NICESTOCKING - Christmas Stocking Charm for Survivors
  • HENYANG - Adams ugly sweater
  • SNAPSNAP - free holiday sweater
  • NAUGHTYSTOCKING - free charm
  • OVER5000 - 5,001 Bloodpoints
  • ONLY5000 - 5,000 Bloodpoints
  • TWITCHORTREAT - Halloween themed charm
  • ETERNALBLIGHT - Halloween themed charm
  • DbDDayJP2020 - 202,000 Bloodpoints
  • Happy1001 - 100,100 Bloodpoints
  • VK100K - 100,000 Bloodpoints
  • DISCORD150K - 150,000 Bloodpoints
  • ENTITYPLEASED - 150,000 Bloodpoints
  • ENTITYDISPLEASED - 1 Bloodpoint