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Back 4 Blood |Some (hopefully not far-fetched) Ideas _ Existing Cards

作者:MRnok14L│2022-09-20 00:17:24│巴幣:2│人氣:600

Back 4 Blood | Some (hopefully not far-fetched) Ideas _ Existing Cards
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2022-07-22
  • Added more changes to existing cards.

2022-08-09
  • Added an asterisk beneath "Glass Cannon" to explain things.

2022-08-21
  • Tweaked the vertical factor on "Overwatch" from 2x to 3x.

2022-09-20
  • Reorganized post structure; Moved everything that's about the fundamental part of the game to part 1, and moved everything in regards to existing cards to part 2, and moved all new cards to part 3.
  • Saferoom Recovery
    • Gave it a on-checkpoint component.
  • Fresh Bandage
    • Trauma recovery from 5 to 20.
  • Ammo Mule.
    • Added from the base capacity (unaffected by ammo bonus or reduction).
  • Marked for Death
    • Reworked: Damage resistance debuff from 15% to 30%. Allow marking multiple targets at the same time. Marking for death will induce temp damage and irreducible trauma.
  • Headband Magnifier
    • Added: after not taking damage for 3s, gain +10% weakspot damage.
  • Combat Medic
    • Added: while holding a healing item (including Defib), gain +50% bash stamina efficiency for the next bash.
  • Medical Professional
    • Use speed with healing item from +25% to +75%.
    • Removed: +25% excess temp health into normal heal.
    • Added: immune any negative use speed while using healing item.
  • Experienced EMT
    • Removed: and gain additional +50% use speed if the target is at critical health or incapped.
    • Removed: 20% price discount on Defibrillators in the Vendor.
    • Added: reduce the duration of Defibrillator debuff you apply by 0.5x.
  • EMT Bag
    • Include Defib into the price discount.
  • Sadist
    • Bolstered health from +3% to +5%.
    • Added: -20% revive speed.
  • Vicious
    • Added: -20% revive speed.
  • Scattergun Skills
    • Added: increase the reload speed to RoF increment on manual-operated shotguns by 0.3x.
  • Two is One and One is None
    • Removed: if equipped a primary weapon in the secondary slot, gain -25% stamina regen and -25% swap speed.
    • Added: if equipped another primary weapon, gain -20% stamina regen and -15% swap speed.
  • Surplus Pouches
    • Removed: stamina efficiency and stamina regen penalty for simply having (carrying) extra items.
  • Fanny Pack
    • Include bow into it.
  • Shoulder Bag
    • Added: Stackable.
  • Grenade Training
    • Swap speed from or to offense accessory from +25% to +50%.
  • [Burn Card] Hazard Suit
    • Added toxic damage to the damage type exception.
  • Improvised Explosives
    • Interaction time from 10s to 8s.
    • Crafting requirement for Pipe Bomb from 3 Firecrackers to 4.
  • Highwayman
    • Include bow into it (7s cd).
    • Added -15% revive speed.
  • Mugger
    • Removed: or a 15% chance to gain these potencies as negative.
    • Added: -15% revive speed.
  • [Burn Card] Slippery When Wet
    • Slow resistance from generic to specific (against enemy attack), potency from +10% to +15%.
  • Well Rested
    • Stamina regen from +50% to +100%.
    • Stam discount allowance from 1000 to 500.
  • Mentioned more cards, such as Food Scavenger, Belligerent, Fill 'em Full of Lead, etc.

2022-09-22
  • Hydration Pack
    • OLD | +10 health. +20 stamina (flat value), +15% stamina efficiency. Gain -4% move speed and -20% swap speed while regenerating stamina.
    • NEW | +10 (flat value) health, +25% stamina regen. Gain 0.25x more positive with stamina efficiency and stamina regen. Gain 0.25x less negative stamina efficiency.
  • Superior Cardio
    • OLD | +10 (flat value) stamina, +15% stamina, +15% stamina efficiency. Gain 0.2x less negative stamina efficiency. Gain +50% stamina regen while above 50% stamina.
    • NEW | +35 (flat value) stamina, +15% stamina, +50% stamina regen, +15% stamina efficiency.
  • Mad Dash
    • Removed 1.5s cooldown.
    • Stam cost from 10 to 15.
  • Defensive Maneuver
    • Added: gain +10% slow resistance while sprinting.
  • Pyro
    • Removed: +25% trauma resistance to fire.
    • Temp health per Ridden/Mutation kill from 1/5 to 2/10.
  • Broadside
    • OLD | TE: Target has a 5% chance to explode on death, or at 4x chance if killed via weakspot or with an explosive, to deal 30 damage to other enemies within 4m. If the target is a Boss, the trigger chance will be 100% and the explosion will be bigger to deal 450 damage within 12m (no FF).
    • NEW | +25% explosive damage. TE: Whenever any Cleaner thrown an offense accessory, gain a stack of +25% accessory damage, up to no limit, lasting 3s together.
  • Well Fed
    • Added: gain +5 additional health from each "Team Upgrade: Health".
  • Mandatory PT
    • Added: +10% stamina efficiency.

2022-09-26
  • Meatgrinder
    • Added: jumping out of crouch to instantly remove 10 stacks.
  • Fill 'em Full of Lead
    • Ammo portion from 0.2x base plus 0.2x per identical card to 0.2x.
  • Optics Enthusiast
    • Added: the Vendor always has an extra offer "High Zoom Scope" for you (quality level depends on progress).

2022-10-10
  • Added the thinking-behind at the beginning of EXISTING CARD section.

2022-Dec
  • Finalized (hopefully).
    • Final pass on numeric potencies.
  • Well Fed
    • Removed: And, if starting on a level at full health, recover 10 trauma.
      • *full health: At 50/50 health while having 70 trauma and the max health of 120.
    • Added: Each S/M/L-sized food you consume will also heal 3/7/12 trauma. Before starting out, gain 2x effect from food items.
  • Soften Up
    • Added: This can be utilized by fully charged bows (including Crossbow).
  • Well Rested
    • Added: TE: Gain +10 additional stamina from each "Team Upgrade: Stamina".
  • Combat Training
    • Move speed while firing/meleeing from +20% to +15%.
    • Added: -25% melee sway (better).
  • Weaponsmith
    • Unbolt/purge base cost from 400/100 to 300/75.
  • Ammo Mule
    • OLD | +100% ammo. -10% slow resistance, -3%/6% move/sprint speed. You can over-carry ammo, up to 25% more from the base capacity for each type, but you also gain -1% stamina efficiency for every 5% of over-carried ammo.
      • *from the base capacity: Unaffected by ammo bonus or reduction.
      • Ammo drop behavior will try to drop the over-carry ammo separately so that the dropped amount would not bleed over when the over-carried amount is less than an instance. The same goes for picking up ammo.
      • Ditto, the behavior for dropping all ammo will drop the over-carried amount first.
    • NEW | +50% ammo. You gain additional ammo capacity that equals to 1x of your teammates' negative ammo. -20% sprint efficiency, -10% slow resistance.
  • Cocky
    • OLD | +75% swap speed. -5% damage resistance. When taking direct damage, gain -10% accuracy and -25% swap speed for 2.5s.
      • *direct: Non-DoT, non-debuff.
    • NEW | +75% swap speed, -25% inaccuracy from movement. -5% damage resistance. When taking direct damage, gain -25% swap speed and +25% inaccuracy from movement for 2.5s.
      • *direct: Non-DoT, non-debuff.
  • Improvised Explosives
    • OLD | You can craft 1 Frag Grenade out of a Propane Tank or 2 Molotovs out of a Gas Canister by press and hold [interact] on them for 8s; Each item can only be crafted once. You can also convert an instance of 4 Firecrackers into a Pipebomb via the same way.
      • The item that's being worked on will become un-interactable for others.
      • Craft time can be reduced by use speed bonus.
    • NEW | You can convert dropped Propane Tank or Frag Grenade into Pipe Bomb by using a Firecracker via [alt fire] on them. You can turn Gas Canister into Propane Tank and vice versa by pressing [reload] while wielding them; Repeatable.
  • Pep Talk
    • Removed: During a revive (including rescue) and for 5s afterwards, both of you take 3 less damage from each damage instance.
    • Added: Provide incapped teammates within your revive range the ability to revive themselves by pressing [interact] on you and using half your and half their revive speed. TE: -20% incap bleedout rate, +25% revive speed.
  • Medical Professional
    • OLD | While using healing item (including Defib), gain +50% use speed, +25% overheal, and immune any negative use speed while using healing item.
    • NEW | +5% bolstered health. At the start of each non-Hive level, receive 50 copper for each medical card you equipped in the deck. While using healing item (including Defib), gain +35% overheal, and gain 0.35x less negaitve healing efficiency.
  • Experienced EMT
    • Removed: Reduce the duration of Defibrillator debuff you apply or receive by 0.5x.
    • Added: Your revive also restores 1 life if the target was downed for less than 10s.
  • Combat Medic
    • Removed: While holding a healing item (including Defib), gain +50% bash stamina efficiency for the next bash.
    • Added: Gain additional stamina that equals to 0.5x of your positive non-specific healing efficiency.
  • Hyper-Focused
    • Removed: When you take 15 or more damgae from a single instance, snap out of ADS and then unable to ADS for 0.5s.
  • Ridden Slayer
    • Added: Gain +25% weakspot damage against Riddens.
    • Removed: While at critical health, gain -15% weakspot damage.
    • Weakspot damage from +35% to +25%.
  • Sadist
    • OLD | When a teammate within 15m receives 15 or more damage from a single instance, receive 0.5x of that amount as temp health, plus a stack of +5% bolstered health lasting till the end of level. -5% trauma resistance, -20% revive speed.
    • NEW | When a teammate within 15m receives 8 or more damage from a single instance, receive 0.5x of that amount as temp health and 0.25x as trauma recovery; Has a 0.75s cooldown. -5 (flat value) health, -5 (flat value) stamina, -5% trauma resistance, -20% revive speed.
  • Ammo Stash
    • OLD | Gain 0.3x less negative ammo capacity. You can reload costlessly with secondary weapons, but suffer -20% reload speed and -5%/10% move/sprint speed while reloading them.
    • NEW | Gain 0.3x less negative ammo capacity. You can reload secondary weapons costlessly, but affected weapons gain -10% reload speed and 0.3x less positive reload speed. -5% stamina.
  • Fill 'em Full of Lead
    • OLD | +10% rate of fire. TE: Each Ridden/Mutation kill has a 10/50% chance to spawn 0.2x of the ammo that it had been hit with; No effect with penetration kill.
    • NEW | +10% rate of fire, +10% reload speed.
  • Added a missing card: Patient Hunter.
  • Mentioned more cards such as Cleansing Fire, Empowered Assault, Hazmat Specialist, etc.

2023-Jan
  • Widemouth Magwell
    • Reload speed from +30% to +25%.
    • Removed: Gain 0.2x less negative reload speed.
    • Added: Reduce negative reload speed by up to 35% (additively).
  • Well Rested
    • Removed: While below 75% stamina, gain +20% stamina efficiency for 500 stam per level.
    • Added: Reduce negative stamina regen by up to 35% (additively).
  • Rhythmic Breathing
    • Removed: While having ≥50% stamina, gain -50% stamina regen and stamina-spending actions won't impede stamina regen.
    • Added: While having ≥50% stamina, gain -50% stamina regen but receive 25 (flat value) stamina every 3s.
  • Shoulder Bag
    • OLD | Gain +25% pistol/SMG ammo if not carrying a primary or secondary gun; Stackable. Gain +1 support inventory, or +2 for carrying Pain Meds or Bandages.
    • NEW | +10% ammo. Gain +2 support inventory, or +3 for carrying Pain Meds or Bandages
  • Utility Belt
    • OLD | Gain +2 quick item inventory, or +3 for carrying Tool Kits.
    • NEW | +5 (flat value) health, +10 (flat value) stamina, +10% ammo. Gain +2 quick item inventory.



Click [here] for part 1 (fundamental changes, new cleaner, new items, etc).

Click [here] for part 3 (new cards).




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TABLE OF CONTENT
  • EXISTING CARDS


 EXISTING CARDS
“All cards are changed or otherwise touched to incorporate a slew of new effects and attributes, while it messes with the balance and will require players to re-learn the game and adjust their deck; given there are so much to explore within the existing spectrum of cards, I believe the changes are ultimately for the better.

No performance loss will happen in the new meta with the exception of reload speed being somewhat lessened, and the reason being it could grant near 100% up-time to one's firepower, and devalue things like positioning, employing secondary weapons, the magazine capacity attribute, and result a less strategic gameplay environment. Anything else should remain just as powerful (if not more), allowing more room for diversity and personality in every playstyle.


OLD NEW
NOTES
  • For simplicity sake, other offensive attributes like melee speed, reload speed, weakspot damage, effective range, etc, are not included in this list. That said, those attributes will not suffer performance loss in the new meta as well.
Glasses Cannon
+25% damage; Big drawback.
Glass Cannon
+40%; Big drawback.
Power Swap
+20% damage conditionally; May not be reliable.
Power Swap
No damage increase.
Over-Protective
+20% damage very conditionally (requires nearby teammate to take damage).
Over-Protective
Same; +20% damage very conditionally (requires nearby teammate to take damage).
Chemical Courage
+25% damage very conditionally; Limited duration; Requires expense of accessory.
Chemical Courage
No damage increase.
Confident Killer
+15% damage very conditionally; Needs stacking and resets after each level; Low usability.
Confident Killer
Up to +20% damage bonus very conditionally but lasts throughout the entire act; Variable.

[NEW] Silent Assassin
Gain +30% damage with suppressed guns and melee weapons, but have -15% damage during a horde event.


Ammo Pouch
+2.5% bullet damage.
Ammo Pouch
No damage increase.
Combat Training
+5% bullet damage.
Combat Training
+5% bullet damage.
Large Caliber Rounds
+7.5% bullet damage.
Large Caliber Rounds
+10% bullet damage, plus other bonuses; Small drawback.
Silver Bullet
+10% bullet damage.
Silver Bullet
+15% bullet damage, +25% bullet weakspot damage; Moderate drawback.
Mag Carrier
+10% damage with pistols and SMGs.
Mag Carrier
No damage increase.

[NEW] Hotshot
Your gunfire will spit out a flametongue to deal additional 25% damage as fire damage; Flametongue length is 0.5–2.5 meters based on your firepower output, which counts SMGs as 2x.
Tactical Vest
+10% damage with ARs and LMGs.
Tactical Vest
No damage increase.

[NEW] Black Tipped Bullet
Gain +20% bullet damage and +40% weakspot damage against Mutations with guns that use rifle ammo. Moderate drawback.

[NEW] Heavy Gunner
While using ARs or LMGs, gain +50% bullet damage, +25% bullet stumble force. Heavy drawback.
Shell Carrier
+10% damage with shotguns.
Shell Carrier
No damage increase.

[NEW] Meatshot
Gain a stack of +5% bullet damage after landing a shotgun shot that had no range falloff nor any pellet miss, up to 5 stacks, lasting 5s together, plus other effect. Conditional.
Stock Pouch
+10% damage with snipers.
Stock Pouch
No damage increase.

[NEW] Mad Sniper
While using guns that use sniper ammo, gain +35% bullet damage; Moderate drawback.


Spiky Bits
+15 (flat) melee damage
Spiky Bits
+15 (flat) melee damage, +5% melee damage; Small drawback.
Slugger
No damage increase.
Slugger
+30% melee damage, with heavy but brief penalty for meleeing.
Mean Drunk
+40% melee damage
Mean Drunk
+20% melee damage. Plus a stack of +10% melee damage for each non-bash melee performed, up to no limit, lasting 5s separately. Some drawbacks.
Berserker
Aprox. 15–50% melee damage; Either very conditional or inconsistent.
Berserker
Gain melee damage for spending stamina in meleeing, up to +100% after spending 200 stam.
Soften Up
Melee hits cause the target to deal 3% reduced damage, to a maximum of 15% reduced damage.
Soften Up
Each melee hit causes the target to take 3% increased damage and deal 3% less damage, both stackable up to 20%/20%, lasting 30s together.
Ignore the Pain
+20% melee damage; Somewhat conditional.
Ignore the Pain
No damage increase.

[NEW] Primary Melee Fighter
Melee weapons can be equipped in the primary weapon slot to gain +60% melee damage and other bonuses.

[NEW] Sting Like A Bee
Gain +40% melee damage and +40% melee cleave while above 80% stamina, or double of these amount if also jumping/midair. Moderate drawback.


Grenade Training
+25% accessory damage.
Grenade Training
+50% accessory damage.
Demolition Expert
+50% accessory damage.
Demolition Expert
Gain +100% accessory damage, but +50% outgoing Friendly Fire with offense accessories.
Improvised Explosives
+75% accessory damage.
Improvised Explosives
No damage increase.
Bomb Squad
+25% explosive damage.
Bomb Squad
No damage increase.
Broadside
No damage increase.
Broadside
+25% explosive damage. TE: Whenever any Cleaner thrown an offense accessory, gain a stack of +25% accessory damage for a duration.

[NEW] Danger Close
Lethal explosion you created within 3m around you will deal 35% more damage, plus other effects.
Pyro
+100% fire damage.
Pyro
+100% fire damage.


Shredder
Inflicts up to -15% damage resistance; Somewhat conditional (requires SMG or shotgun for good effect).
Shredder
Each bullet hit causes -1% damage resistance to the target, up to -20%, lasting 3s together; Sniper hits are more potent; Moderate drawback.
Marked for Death
Inflicts -10% damage resistance.
Marked for Death
Inflicts -30% damage resistance with consequence (you take damage for marking); Can mark multiple targets at the same time; User retain the ability to ping without marking for death.
Avenge the Fallen
+30% damage very conditionally (costs life).
Avenge the Fallen
Same; +30% damage very conditionally (costs life).


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Overall, the player will be able to achieve the same level of power in any given niche with less cards, allowing more diversity and personality into deck building.



  • SAFEROOM RECOVERY
    • OLD | Your team heals 15 health, 7 trauma damage and refills 10% ammo at the start of each level.
    • NEW | At the start of each level, heal 25 normal health and 10 trauma. At the start of each checkpoint level, restore 1 life. TE: At the start of each level, heal 25 normal health and 10 trauma.
  • FRESH BANDAGE
    • OLD | At the start of each level, heal 15 trauma damage, then restore any missing health.
    • NEW | At the start of each level, recover 30 trauma. Bandages you purchased from the saferoom Vendor have 100% higher potencies. Gain 20% price discount on Bandages in the Vendor.
  • AMMO SCAVENGER
    • OLD | You can sense nearby ammo, and more ammo spawns.
    • NEW | You can sense nearby ammo. Yield 30% more ammo (off of the same amount of ammo). TE: More ammo spawn in the level. Increase the chance of ammo drop on armed Riddens.
      • *Yield 30% more ammo: For example, if the amount shows 100 rounds → get 130 rounds.
  • AMMO MULE
    • OLD | +75% Ammo Capacity, -5% Move Speed
    • NEW | +50% ammo. You gain additional ammo capacity that equals 0.75x of your teammates' negative ammo, up to additional +100%. -5% move speed, -10% sprint efficiency, -10% melee speed.
  • AMMO BELT
    • OLD | +50% Ammo Capacity, +15% Reload Speed
    • NEW | +50% ammo. Gain +30% reload speed with secondary guns.
  • AMMO POUCH; rename to EXTRA BANDOLIER
    • OLD | +25% ammo capacity, +2.5% bullet damage.
    • NEW | +25% ammo. Gain +3 quick item inventory for carrying Ammo Pouch. Increase your re-use chance with Ammo Pouches by 20%.
  • MAG CARRIER
    • OLD | +30% pistol/SMG ammo capacity, +10% damage with pistols and SMGs.
    • NEW | +60% pistol/SMG ammo, +20% rifle ammo. Gain 0.4x less negative ammo with pistol/SMG ammo, and gain 0.2x less negative ammo with rifle ammo.
  • TACTICAL VEST
    • OLD | +30% rifle ammo capacity, +10% damage with assault rifles and LMGs.
    • NEW | +2 armor capacity. For each unused armor capacity, gain a stack of +10% pistol/SMG ammo, +10% rifle ammo, +5% shotgun ammo, +5% sniper ammo; Excess ammo will drop automatically upon equipping armor.
  • SHELL CARRIER
    • OLD | +30% shotgun ammo capacity, +10% damage with shotguns.
    • NEW | +30% shotgun ammo. Gain 0.35x less negative with shotgun ammo. Gain +10% reload speed with shotguns.
  • STOCK POUCH
    • OLD | +30% sniper ammo capacity, +10% damage with sniper rifles.
    • NEW | +10% reload speed with precision weapons. +30% sniper ammo. Gain 0.3x less negative with sniper ammo.
  • GLASS CANNON
    • OLD | +25% damage. -30 health.
    • NEW | +40% damage. -10% health, -25% damage resistance. Gain 0.2x less positive health and 0.2x less positive damage resistance.
      • *0.2x less: If you have +20% health, then -10% would make it 10%, and the remaining 10% is then reduced by 0.2x multiplicatively down to 8%. If more multiplicative factor is present, such as there is another 0.1x reduction from other source, then the multiplicaitve reduction will be totaling at 0.3x, bringing said 10% down to 7%.
  • MOTORCYCLE HELMET
    • OLD | +15% damage resistance, +10 health, DISABLES: Aim Down Sights
    • NEW | +10 (flat value) health, +10% damage resistance, +10% trauma resistance. -20% stamina regen, -20% aim speed, -20% hipfire reaccurize (slower).
      • *reaccurize: Accuracy recovery; The rate that inaccuracy decays.
  • MOTORCYCLE JACKET
    • OLD | +5% damage resistance, +5 health.
    • NEW | +5 (flat value) health, +5% damage resistance. Take 1 less damage from each melee attack. -5 (flat value) stamina, -10% stamina regen, -15% swap speed, -10% melee speed.
  • PADDED SUIT; rename to HEAVY ARMOR
    • OLD | +10% damage resistance, +5 health, -20% stamina efficiency.
    • NEW | +15 (flat value) health, +30% damage resistance, +10% trauma resistance. -5%/10% move/sprint speed, -20% stamina, -20% stamina efficiency, -20% stamina regen, -15% swap speed. Gain 0.3x less positive stamina efficiency.
  • BODY ARMOR
    • OLD | +20% trauma resistance.
    • NEW | +10 (flat value) health, +15% damage resistance, +5% trauma resistance. -10% stamina, -10% stamina efficiency, -20% stamina regen. Gain 0.3x less positive stamina regen.
  • WOODEN ARMOR
    • OLD | +30% trauma resistance. -100% fire resistance.
    • NEW | +35% trauma resistance. -50% damage resistance to fire. Wooden Armor doesn't work against elemental damage (any type).
  • VITAMINS
    • OLD | +25 health.
    • NEW | +15% health, +15% incoming healing. Gain 0.2x more positive health.
      • *incoming healing: Works when you heal yourself and others heal you.
  • CANNED GOODS
    • OLD | +45 health. -25% stamina.
    • NEW | +1 food inventory, +60 health. -15% stamina, -15% swap speed, -10% use speed, -15% ammo.
  • HYDRATION PACK
    • OLD | +35 health, -15% ammo.
    • NEW | +25 (flat value) health, +25 (flat value) stamina. -10% slow resistance, -10% swap speed, -15% ammo.
  • SUPERIOR CARDIO
    • OLD | +20% stamina, +20% sprint efficiency. +5 health.
    • NEW | +20% stamina, +15% stamina efficiency, +30% stamina regen. Gain 0.2x less negative stamin efficiency.
  • ENERGY BAR
    • OLD | +30% stamina regeneration, +5 health.
    • NEW | +5 (flat value) health, -50% stamina regen delay (shorter). Gain +50 reserve stamina.
      • *reserve stamina: A backup bar of stamina that only becomes relevant and used when you're out of stam, and only begins to refill at 0.5x rate without any regen bonus after being full stam for 10s.
  • BERSERKER
    • OLD | Each melee kill grants 5% melee damage, 5% melee speed, and 5% move speed for 3 seconds.
    • NEW | +40% melee speed. For every 1 stamina spent in meleeing, gain a stack of +0.5% melee damage and +0.3% move speed, up to 100 stacks, lasting 4s together. -10 (flat value) health, -15% move speed while meleeing, +25% melee sway (worse), -25% accuracy.
  • METH HEAD
    • OLD | Each Melee swing grants 5% melee speed and 5% melee stamina efficiency for 6 Seconds. Stacking up to 10 times. Your Melee Attacks no longer stick in tough enemies. DISABLES: Aim Down Sights
    • NEW | Pain Meds also grant you +50% melee speed for 50s. After each melee, gain a stack of +5% melee speed, +5% melee stamina efficiency, up to 8 stacks, lasting 6s together. -10 (flat value) health, -10% trauma resistance, -20% damage resistance to psychic.
  • MEAN DRUNK
    • OLD | +40% melee damage. Your Melee Attacks cause cleave through enemies dealing damage in a large area.
    • NEW | +20% melee damage, +100% melee cleave. After each melee, gain a stack of +10% melee damage, up to no limit, lasting 2s separately. +25% melee sway (worse), +25% aim sway (worse), -15% reload speed, -15% swap speed, -15% use speed.
  • NUMB
    • OLD | Gain +10% damage resistance while you have temporary health.
    • NEW | +10% damage resistance to psychic. Every pt. of normal health damage you take has a 60% chance to give 1 temp health, plus a 10% chance to turn into temp damage. -15% melee speed, -15% use speed, -15% revive speed.
      • Note that temp damage doesn't inflict trauma.
  • PUMPED UP
    • OLD | Your Temporary Health decays 20% slower. 1 additional Pain Meds spawns in each map. +5% Health.
    • NEW | +10% bolstered health, +4s temp health decay delay (later), -20% temp health decay (slower). At the start of each level, gain +25% bolstered health for 120s; Paused before starting out. While at critical health, -10% bolstered health.
      • *starting out: For example, opening the saferoom door.
  • FACE YOUR FEARS
    • OLD | Gain 1 temporary health whenever you kill a Ridden within 2.5 meters.
    • NEW | Whenever you kill a Ridden/Mutation within 60-degree PoV and 3m, receive 1.2/6 temp health, or 2x of these amount if killed with melee.
  • SCAR TISSUE
    • OLD | Take 1 less damage from all Ridden. +50% damage resistance to acid.
    • NEW | +25% damage resistance to acid. For each missing life, take 1 less direct damage, up to 4 per instance of damage. +20% death trauma (more), -30% damage resistance to psychic, -10% accuracy.
      • *direct: Non-DoT, non-debuff.
  • TRUE GRIT
    • OLD | When you take a single hit for 15 or more damage, heal 10 Health over 5 Seconds.
    • NEW | +50% incap health, +10% slow resistance. When you take 12 or more damage from a single hit, gain a stack of True Grit to heal 2 health per 0.5s, up 5 stacks, lasting 4s separately.
  • DEFENSIVE MANEUVER
    • OLD | When you take a hit for 10 or more damage, gain 25% damage resistance for 3s.
    • NEW | Gain +10% slow resistance while sprinting. After 0.2s into sprinting, gain +25% damage resistance while sprinting.
  • WOUNDED ANIMAL
    • OLD | Kills while at critical health recovers 1 health.
    • NEW | +15% critical health threshold (20% to 35%). While at critial health, +25% melee speed, passively recover 1 health per 3s, and receive 1/5 normal health for every Ridden/Mutation kill. -20% damage resistance to bleed, -10% damage resistance. While at critical health, gain +20% outgoing FF, +20% melee sway (worse), +20% aim sway (worse), -20% accuracy.
  • VANGUARD
    • OLD | Melee kills heal 1 health to yourself, and teammates within 10 meters.
    • NEW | +5% health. While using melee, gain -25% incoming FF. Kill with melee to recover 1 health base plus 1 health per teammate within 12m, up to 4hp per kill, and give those teammates 1 temp health.
  • HUNKER DOWN
    • OLD | While crouching, gain 10% damage resistance and 40% accuracy.
    • NEW | While crouching, gain +5% damage resistance, +15% accuracy, and +15% recoil control. For every 2s while crouching, gain a stack of +5% damage resistance, +15% stamina regen, up to 3 stacks. After un-crouching, gain -15% sprint speed per Hunker Down stack you had, lasting 4s.
  • BODYGUARD
    • OLD | When a teammate within 5 meters is attacked, you instead receive 75% of that damage. Can trigger once every 3 seconds.
    • NEW | +10% damage resistance. Once every 3s, when a teammate within 5m receives direct damage, grant them 1x of your damage resistance and redirect 75% of that damage to you.
      • *direct damage: Non-DoT, non-debuff.
  • OVER-PROTECTIVE; rename to PROTECTIVE
    • OLD | When a teammate within 15 meters recieves 5 or more damage, gain 20% increased damage for 5s
    • NEW | -50% outgoing FF. Receive 3 temp health and 15 stam for protecting a teammate. When a teammate within 15m takes ≥5 damage from enemy, gain +20% damage for 5s.
  • OVERWATCH
    • OLD | Kills from greater than 15 meters away grant 5 temp health to teammates within 15 meters of the target.
    • NEW | While using a precision weapon, gain -25% outgoing FF. Kills from ≥15m away grant 2 temp health to you and 6 temp health to teammates within 10m of the target; Calculates vertical distance as 3x.
      • *precision weapon: Guns of sniper category, bows, the Ranch Rifle, DEagle with high zoom scope, and 357 Magnum with either HZ scope or ACOG.
      • *Calculates vertical distance as 3x: For example, only needs a distancing of 6m horizontal to work when the watcher is positioned 3m higher.
  • MARKED FOR DEATH
    • OLD | Mutations you ping are highlighted and your team deals 10% increased damage to highlighted enemies.
    • NEW | You can press and hold [ping] on Mutations for 1.5s to apply a 20s debuff that highlights them and causes -30% damage resistance; Multiple MFD marks can co-exist at the same time. Suffer 10 psychic damage, 10 bleed damage, and 3 irreducible trauma every time you cast MFD.
  • SHREDDER; rename to EROSIVE BULLET
    • OLD | Each bullet hit causes the target to take 1% increased damage for 3 Seconds (Stacks up to 15%).
    • NEW | Your bullets create green sparks on initial impact; Each bullet hit causes 1 stack of -1% damage resistance, or 2/3/4/5 stacks with guns that reload 1 round per 1/2/3/4 sniper ammo, up to 15 stacks, lasting 4s together. -10% health, -20% ammo.
  • SUNDER
    • OLD | Melee hits cause the target to take 3% increased damage, up to a maximum of 15% increased damage. Melee hits that destroy Armor have a chance to create usable Makeshift Armor.
    • NEW | Gain +100% melee damage against a Mutation that's suppressing a teammate. TE: Each armor destroyed on a Ridden/Mutation has a 5%/25% chance, or 2x chance with melee, to become a makeshift armor plate.
  • SOFTEN UP
    • OLD | Melee hits cause the target to deal 3% reduced damage, to a maximum of 15% reduced damage.
    • NEW | Each melee hit causes a stack of -3% damage and -3% damage resistance, up to 5 stacks, lasting 30s together; This can be utilized by fully charged bows (including Crossbow).
  • IGNORE THE PAIN
    • OLD | +20% melee damage against Mutations. When you deal melee damage to a Mutation heal 2 health and recover 3 stamina.
    • NEW | -5% temp health decay (slower). Meleeing (including bash) without stamina will not be too sluggish. While meleeing and for 1s afterwards, gain +10% damage resistance. Meleeing (including bash) without stamina will induce 0.2 self damage per 2 pts. of insufficient stamina.
  • HEAVY ATTACK
    • Same, but with following changes to improve usability:
      • The action is actuated by pressing [alt fire or ADS] rather than holding and release [primary fire].
      • Instead of needing to be charged, the attack simply has a slow fore-swing. This also means heavy attack no longer costs additional stamina for holding the charged attack.
      • The action can be queued to perform while swapping, so it still works with bash (by pressing [bash] and [alt fire or ADS] in quick succession).
      • The action can be performed out of the fore-swing animation of a light melee attack (overrides the light attack).
  • SPIKY BITS
    • OLD | +15 melee damage, +20% damage resistance while using a melee weapon. -15% Ammo Capacity
    • NEW | +15 melee damage, +5% melee damage. Gain +20% damage resistance while using melee. -10% melee stamina efficiency, +10% incap trauma (more), -20% revive speed. Provide -20% revive speed to your reviver.
  • SLUGGER
    • OLD | +5% Health, +10% melee stamina efficiency, +20% melee attack speed, +20% bow stamina efficiency, +20% bow attack speed.
    • NEW | +20% melee speed, +30% melee damage. -50% move speed while meleeing. After a melee attack, gain -25% move speed and -40% swap speed, lasting 1s.
  • BRAZEN
    • OLD | +15% melee stamina efficiency, +20% melee speed, +15% bow stamina efficiency, +20% bow attack speed.
    • NEW | +5% health, +10% melee speed, -25% incoming FF. After dealing Friendly Fire damage (excluding self damage), gain +30% melee speed and +10% move speed for 15s.
  • COCKY
    • OLD | +75% swap speed. When you take damage, your accuracy is reduced for 3 seconds.
    • NEW | +75% swap speed, -20% inaccuracy from movement. -5% damage resistance. When taking direct damage, gain -25% swap speed and +30% inaccuracy from movement for 2.5s.
      • *direct: Non-DoT, non-debuff.
  • GUNS OUT
    • OLD | +50% weapon swap speed. -5% damage resistance.
    • NEW | +50% swap speed with weapons. Gain +75% incap inaccuracy reduction, and provide +25% incap inaccuracy reduction to others within 10m.
  • HEADBAND MAGNIFIER
    • OLD | +125% use speed. When you take damage, you have a chance to be blinded for 1 second.
    • NEW | After not taking damage for 3s, gain +10% weakspot damage. +150% mechanical use speed. When you take damage during a mechanical interaction, suffer -100% mechanical use speed for 4s.
      • *mechanical: Doesn't work with disarming birds, reviving teammate, etc.
      • *suffer -100% mechanical use speed: Still gives +50% mechanical use speed.
  • MULTITOOL
    • OLD | +75% use speed. -5% damage resistance.
    • NEW | +25% use speed, +75% mechanical use speed. Every interaction will delay for 0.75s before progressing. Gain -25% swap speed and -10% reload speed for 2s after each mechanical interaction.
  • SCREWDRIVER
    • OLD | +50% use speed. +10% stamina.
    • NEW | +5 (flat value) melee damage. +25% use speed. +25% mechanical use speed. When you abort a mechanical interaction, the progress will be retained for 8s.
  • COMBAT MEDIC
    • OLD | +50% use speed. Heals teammates for an additional 20 when you revive them.
    • NEW | +10% ammo, +10% use speed, +15% revive speed. Gain +60% swap speed with healing items (including Defib). Gain additional stamina (flat value) that equals to 0.5x of your positive generic healing efficiency.
      • *generic: Excluding specific healing efficiency with temp health, normal health, or trauma heal.
  • MEDICAL EXPERT
    • OLD | When you use a Medical Accessory, it also restores 1 Trauma to the target. Team Effects: +50% Revive Speed.
    • NEW | Gain +20% use speed with healing items (including Defib). While using healing item (including Defib), gain +30% overheal, and gain 0.3x less negaitve healing efficiency. TE: The effect source can share 0.5x of their total healing efficiency if they're alive and within 5m of the healer.
  • PEP TALK
    • OLD | While reviving teammates, take 3 less damage from all Ridden. Heals teammates for an additional 10 health when you revive them.
    • NEW | +3m revive distance (needs direct line of sight). Provide incapped teammates within your revive range the ability to revive themselves by pressing [interact] on you and using half yours and half theirs revive speed. TE: -20% incap bleedout rate, +25% revive speed.
  • ROUSING SPEECH
    • OLD | Team Effects: Teammates are healed for an additional 10 health when revived. +50% team revive speed, +10% team reduced incap trauma.
    • NEW | +25% revive speed. Your revive will also heal 25 more health on the target and give them 25 temp health. TE: +5% team bolstered health, -10% incap trauma (less), +25% revive speed.
  • SMELLING SALT
    • OLD | +200% revive speed.
    • NEW | +5% trauma resistance, +150% revive speed. Provide +75% revive speed to your reviver. -10% ammo.
  • EXPERIENCED EMT
    • OLD | When you use a medical accessory, the target gains +10% max health, stamina, as well as stamina regen throughout the level.
    • NEW | +10 (flat value) stamina, +50% revive speed, +15% use speed. Gain 0.4x less negative revive speed. Gain 0.2x less negative use speed with healing items (including Defib).
  • MEDICAL PROFESSIONAL
    • OLD | Defibs and First Aids recover 10 trauma and 1 extra life.
    • NEW | +5% bolstered health. At the start of each non-Hive level, receive 100 copper for each medical card you equipped in the deck.
  • FIELD SURGEON
    • OLD | When you use medical accessory, it also heals 3 trauma.
    • NEW | When healing others with First Aids, increase the trauma heal by 10. While crouching and using a healing item, gain -75% use speed, -25% damage resistance, and +100% healing efficiency with trauma heal. Field Surgeon target takes 1 damage in bleed type per 0.5s during surgery.
      • *recover: Unaffected by healing efficiency.
  • MIRACULOUS RECOVERY
    • OLD | When you use a medical accessory, it has a 25% chance to have 100% increased effect.
    • NEW | At the start and the end of each level, you have a 35% chance, or 70% if on checkpoint level, to restore 1 life. Defibs you used on others or others used on you also restore 1 life and recover 15 trauma.
  • EMT BAG
    • OLD | +50% healing efficiency.
    • NEW | +60% healing efficiency. Gain 15% price discount on First Aids and Defibrillators in the Vendor. -15% ammo.
  • ANTIBIOTIC OINTMENT
    • OLD | +25% healing efficiency. When you use a medical accessory, the target gains 10 temporary health.
    • NEW | +20% healing efficiency. Healing items (excluding Defib) also give 10 temp health to the target, as well as granting them +4s temp health decay delay (later) and -25% temp health decay (slower) for 35s, or for 70s if healed with Bandage.
  • GROUP THERAPY
    • OLD | When you use a medical accessory, all teammates heal for 8 Health.
    • NEW | When you used a healing item, others heal for 8 health. TE: When any Cleaner used a healing item (including Defib), everyone else that's holding a healing item (including Defib) will also heal 1 trauma and 5 temp health, and the user will also heal 1 trauma for each teammate Group Theraphy heals.
  • POULTICE
    • OLD | When you use a medical accessory, the target heals for an additional 20 health over 30 Seconds.
    • NEW | Bandages you apply also heal additional 10 temp health. When you heal with accessory, the target will receive additional normal health at the rate of 1 per 1s for 20s, or for 30s if healed with Bandage.
  • LIFE INSURANCE
    • OLD | +2 extra life. TE: +10% reduced incap trauma.
    • NEW | +1 extra life. TE: -10% incap trauma (less). When any Cleaner is incapped/dead, everyone else will receive 75/250 copper.
  • DURABLE
    • OLD | +15% trauma resistance. +10 health, +20% damage resistance to fire.
    • NEW | +5% health, +1 extra life, -20% incap trauma (less). Have additional -40% incap trauma when downing from full life.
  • SECOND CHANCE
    • OLD | +1 life, +15 health.
    • NEW | +1 extra life, -20% incap trauma (less). By spending another life of your own, you can self revive along with -75% revive speed and 0.75x less positive revive speed.
  • HEAVY HITTER
    • OLD | Melee hits always stumble Ridden the first time they are hit. This effect can only occur once per target.
    • NEW | +50% melee stumble force, +25% melee damage. Gain additional +100% stumble force and +25% damage with melee attacks that performed from full stamina. -15% melee speed, -20% melee stamina efficiency, -30% move speed while meleeing.
  • RELOAD DRILL
    • OLD | +20% reload speed. +25% weapon swap speed.
    • NEW | +20% reload speed, +25% swap speed with weapons. Gain +15% reload speed with pistols. While not moving, gain +15% reload speed. After taking direct damage, -15% reload speed for 4s.
      • *direct: Non-DoT, non-debuff.
  • WIDEMOUTH MAGWELL
    • OLD | +30% reload speed, -5% damage resistance.
    • NEW | +5 (flat value) stamina, +20% reload speed. Reduce negative reload speed by up to 45% (additively).
  • MAG COUPLER
    • OLD | +50% reload speed. DISABLES: Aim Down Sights.
    • NEW | Gain the ability to equip 2 mag attachments on the same gun (can be the same type) by pressing [interact] on the desired attachment. While using guns with 2 magazine attachments, gain -15% bash melee speed, -15% swap speed, -15% reload speed, -15% aim speed, -15% ADS move speed. For carrying each gun with 2 mag attachments, gain -20 (flat value) stamina, -5% move speed.
  • SCATTERGUN SKILLS
    • OLD | +40% reload speed with shotguns.
    • NEW | +30% reload speed with shotguns. Increase the reload speed to RoF increment on non-automatic shotguns by 0.2x. You will twin-load at the start of each reload with shotguns that use gradual reload (shell-by-shell).
  • POWER RELOAD
    • OLD | Reloading a gun within 1 second of reaching low ammo will increase its magazine size by 30% until the next reload.
    • NEW | Double-tap [reload] to spend 20 stamina (will impede regen) to gain +50% reload speed for 6s or until you performed a reload fully.
  • POWER SWAP
    • OLD | Changing weapons within 1 second of reaching low ammo grants +20% damage for 5 Seconds.
    • NEW | +15% swap speed. Gain +30% melee speed for 3s after swapping. Gain +30% swap speed for 3s after meleeing (including bash). Constantly receive 5 stamina per 0.5s while reloading, and instantly receive 10 stam whenever you performed a reload fully.
  • KNOWLEDGE IS POWER
    • Same, except that:
      • It also shows how far away is the target (in X.XXm) near your crosshair.
      • It also displays target's stumble threshold.
      • It uses a different, smaller-sized health bar, which can be dispalyed alongside a Boss health bar (if present).
  • KILLER'S INSTINCT
    • OLD | +30% weakspot damage. DISABLES: Aim Down Sights
    • NEW | +15% weakspot damage, +15% aim speed. On kill, gain +75% accuracy for 2s or for 1 shot. Have a circle around your point of aim that indicates you're aiming at weakspot.
  • HI VIS SIGHTS
    • OLD | +30% Aim Speed, +15% Move Speed while ADS, +15% Move Speed while firing
    • NEW | +20% aim speed, +15% ADS move speed, -20% hipfire bloom. While using pistols, gain additional +20% aim speed and -20% hipfire bloom.
  • MEATGRINDER
    • OLD | Gain 30% move speed and accuracy while crouching and using an LMG.
    • NEW | While crouching and using a LMG, for every Ridden/Mutation kill, gain 1/5 stacks of +2% bullet damage, up to no limit; Decays 1 stack per 1s not crouching. For every Meatgrinder stack, gain -0.5% rate of fire, -1% recoil control, and -1 (flat) stamina. Lose 10 Meatgrinder stack for jumping.
  • COMBAT TRAINING
    • OLD | +5% bullet damage, +1.5 bullet stumble damage, +7.5 melee stumble damage.
    • NEW | +5% bullet damage, +10% recoil control, +25% ADS move speed, +15% move speed while firing/meleeing, -20% inaccuracy from movement, and -20% melee sway (better).
  • SHOOTING GLOVES; rename to COMBAT GLOVES
    • OLD | +25% weapon swap speed, +15% recoil control, +15% accuracy.
    • NEW | +10% reload speed, +15% swap speed with weapons, +15% recoil control, +20% aim speed, -20% melee sway. Gain 0.3x less negative with recoil control and aim speed.
  • FRONT SIGHT FOCUS
    • OLD | +20% accuracy, +10% weakspot damage, +15% aim speed.
    • NEW | +10% accuracy, +15% aim speed. For every 0.75s in ADS, gain a stack of Front Sight Focus that allows the ADS accuracy to linger beyond ADS for 2s per stack, up to 6s, before decaying at the rate of 5% accuracy per 0.2s.
  • OPTICS ENTHUSIAST
    • OLD | +30% accuracy.
    • NEW | +15% accuracy. While ADS with ≥2X zoom, gain +10% recoil control and -20% aim sway (less). Gain 25% price discount on weapon optic/scope in the Vendor. You can always find and purchase "High Zoom Scope" in the Vendor.
  • CONTROLLED MOVEMENT
    • OLD | +40% Movement Speed while aiming down sights with Sniper Rifles.
    • NEW | +50% ADS move speed with snipers. Reduce recoil penalty from movement (if any) by 0.5x. You can counter-strafe to instantly reaccurize hipfire; This has a 4s cooldown.
  • TRIGGER CONTROL
    • OLD | Precision Kills with guns grant +0.5% accuracy until the end of the level.
    • NEW | +10% accuracy, +40% recoil control. Whenever you're firing a gun above 60% of its max RPM, gain -20% recoil control.
      • *max RPM: Calculates after RoF increment or decrement.
  • STEADY AIM
    • OLD | Every 0.75 seconds you Aim Down Sights gives 10% Recoil Control (up to 3 stacks) +80% aim speed, -50% ADS move speed
    • NEW | +10% recoil control, -50% aim sway (less). While crouching, gain 0.2x less negative recoil control. For every 0.5s while ADS, gain a stack of +5% recoil control, up to 5 stacks. Gain 0.3x less positive ADS move speed. For every stack of Steady Aim, gain -10% stamina regen.
  • PATIENT HUNTER
    • OLD | Every 0.75 seconds you Aim Down Sights increases your Bullet Damage by 10% (up to 3 stacks).
    • NEW | For every 0.5s while ADS, gain a stack of +5% bullet damage, up to 6 stacks; Removes 1 stack when exiting ADS; Decays 1 stack per 0.5s after not ADSing for 2s.
  • TUNNEL VISION
    • OLD | Every 0.75 seconds you Aim Down Sights gives 5% Weakspot Damage (up to 3 stacks). +50% aim speed, -5% damage resistance.
    • NEW | +40% aim speed. For every 0.75s while ADS, gain a stack of +5% weakspot damage, up to 6 stacks. For every Tunnel Vision stack, your peripheral FoV blacks out by 10%.
  • HYPER-FOCUSED
    • OLD | +50% weakspot damage, -40% move speed while shooting or melee attacking.
    • NEW | +35% weakspot damage. While ADS with ≥2X zoom, gain +25% weakspot damage. -25% aim speed, -25% ADS move speed.
  • RIDDEN SLAYER
    • OLD | +20% weakspot damage.
    • NEW | +5 (flat value) stamina, +25% weakspot damage. Gain +25% weakspot damage against Riddens.
  • RECKLESS STRATEGY
    • OLD | +30% weakspot damage. -5% damage resistance.
    • NEW | +30% weakspot damage. Gain +30% weakspot damage with melee (60% for melee from this card). -5% damage resistance, -10% slow resistance.
  • RECKLESS; rename to STRUT
    • OLD | +40% sprint efficiency, but when you take damage while sprinting you lose all stamina.
    • NEW | +40% slow resistance.  While backpedaling, gain -15% damage resistance. While sprinting, lose 2 stamina base plus 1 stamina per 1 damage taken (ignores FF).
  • OLYMPIC SPRINTER
    • OLD | +30% sprint efficiency. -7% damage resistance.
    • NEW | +30% sprint efficiency. After crouching for 3s, gain +50% sprint speed for the next sprint. After sprinting for longer than 1s, sprint involuntarily for extra 1s without any sprint speed bonus.
  • FLEET OF FOOT
    • OLD | +8% move speed.
    • NEW | +6%/18% move/sprint speed. Gain 0.35x/0.35x less negative move/sprint speed.
  • DASH; renamed to SCURRY
    • OLD | +5% move speed. +5% sprint speed.
    • NEW | +35% move speed, +5% use speed. -25% sprint efficiency, +15% inaccuracy from movement, +15% hipfire bloom.
  • MAD DASH
    • OLD | +20% sprint speed. -40% sprint efficiency.
    • NEW | +10% sprint speed. Double-tap [sprint] to spend 15 stamina (will impede regen) to gain +40% sprint speed for 4s. During a Mad Dash, your PoV sensitivity will be halved.
  • NATURAL SPRINTER
    • OLD | +100% stamina regeneration. -50% stamina.
    • NEW | +40% sprint speed. -10% move speed.
  • RHYTHMIC BREATHING
    • OLD | +40% stamina.
    • NEW | +20% stamina, +25% stamina regen. While having ≥50% stamina, gain +5% stamina efficiency, and receive 25 (flat value) stamina every 3s. While having ≥50% stamina, -50% stamina regen.
  • MARATHON RUNNER
    • OLD | No movement penalty for strafe or backpedal.
    • NEW | +50% sprint efficiency. -20% sprint speed. Gain 0.2x less positive sprint speed.
  • RUN AND GUN
    • OLD | You can sprint while shooting.
    • NEW | -50% sprint-out time, -40% inaccuracy from movement. You can sprint while firing/meleeing. While sprinting, gain +20% melee speed and +10% reload speed.
  • ROLLING THUNDER
    • OLD | +35% move speed while firing with shotguns, +10% damage with shotguns.
    • NEW | Gain +35% move speed while firing with shotguns. While reloading shotguns and for 4s afterwards, gain +15%/15% move/sprint speed.
  • HELLFIRE
    • OLD | +45% move speed while firing, or +3% move speed while not firing.
    • NEW | +5% rate of fire, +50% move speed while firing. +15% hipfire bloom, -10% recoil control. While moving, gain -25% horizontal recoil control.
  • SPEED DEMON
    • OLD | +4% movement speed while using an SMG, +35% Reload Speed while using an SMG.
    • NEW | No movement penalty for strafe or backpedal. While using a pistol, gain +10% move speed, +20% reload speed. While using a SMG, gain 5% move speed, +10% reload speed.
  • RUN LIKE HELL
    • OLD | +12% move speed. +12% sprint speed. When you take damage, you lose the benefits of Run like Hell for 3 seconds.
    • NEW | For each life you're missing, gain a stack of +5%/10% move/sprint speed, or 2x of these amount when having no more life. During a horde event (endless compatible), gain +10% sprint speed, +25% sprint efficiency.
  • CROSS TRAINERS
    • OLD | +20% stamina, +20% stamina regen, +3% move speed, +5 health.
    • NEW | +5 (flat value) health, +20 (flat value) stamina, +25% stamina regen, +15% sprint efficiency, +3%/9% move/sprint speed.
  • FIRE IN THE HOLE
    • OLD | When you throw an Offensive Accessory, Gain 20 Temporary Health and 25% Sprint speed for 5 Seconds.
    • NEW | -25% outgoing FF with accessories. When you're poised to throw an offense accessory for 2.5s, gain +25% accessory damage and -50% outgoing FF for that use (including its DoT). After using an offense accessory, gain +5%/30% move/sprint speed for 6s.
  • STIMULANTS
    • OLD | Pain Meds you apply also grant +20% stamina regen, +15% reload speed, and +15% weapon swap speed for 60 seconds.
    • NEW | Pain Meds you apply also provide +10% health, +25 (flat value) stamina, +20% use speed, +20% reload speed, and +20% swap speed for 60s. Pain Meds you apply also replenish 100 stamina.
  • CHEMICAL COURAGE
    • OLD | Pain meds you apply also grant +25% damage for 60s.
    • NEW | -30% temp health decay (slower). Pain Meds you consume also grant +30% bolstered health for 90s, and then gradually decay 1% per 1s once expired.
  • MAGICIAN'S APPRENTICE
    • OLD | You have an additional 10% chance to not consume Accessories when used.
    • NEW | Increase your re-use chance with reusable accessories by 15%. Each Ammo Pouch has a 25% chance to drop a live Firecracker, plus a 55% chance to spawn an extra random accessory but not another Ammo Pouch.
  • PINATA
    • OLD | Killing Ridden with an accessory has 10% chance to drop an accessory.
    • NEW | Each Ridden/Mutation kill with accessory or melee has a 5%/25% chance to spawn an extra random accessory but not an Ammo Pouch, up to 2 accessories in case of multi-kill; Has a 6s separate cooldown for melee kill.
  • PYRO
    • OLD | +100% fire damage, and kills with fire grant you 3 temporary health. You can sense flammable objects nearby.
    • NEW | +100% fire damage. Receive 1/5 temp health for every Ridden/Mutation kill with fire damage. Receive 1 temp health per 1s as long there is a burning fire created by any Cleaner. You can sense nearby flammable objects.
  • BROADSIDE
    • OLD | Precision Kills have a 20% chance to cause Ridden to explode, dealing 15 damage to other Ridden with 4 meters.
    • NEW | +25% explosive damage. TE: Whenever any Cleaner used an offense accessory, gain a stack of +25% accessory damage, up to no limit, lasting 3s together.
  • POWER STRIKE
    • OLD | Every 3 seconds, gain +10 Bash damage, stacking up to 10 times. All charges are consumed on use.
    • NEW | Every 2.5s, gain a stack of Power Strike that adds +10 electro damage in your next bash, up to 10 stacks. Also, your bash deal 2x damage against Snitchers and 4x against doors.
  • BRAVADO
    • OLD | When a teammate within 15 meters receives trauma damage, gain 15% of that amount as Trauma Health.
    • NEW | While in contact with Firecracker/Molotov AoE, constantly receive 4/12 stamina and 1/3 temp health per 0.5s. After throwing a Firecracker/Molotov, gain +20%/40% reload speed and +40%/20% melee speed for 12s.
  • SADIST
    • OLD | When a teammate within 15 meters recieves 5 or more damage, gain 20% of the damage as temporary health. Can only trigger once per second.
    • NEW | Whenever a teammate within 15m receives 8 or more damage (ignores FF), receive 0.4x of that amount as temp health and 0.2x as trauma recovery. -5 (flat value) health, -5% trauma resistance, -30% revive speed, -15% healing efficiency. Gain 0.3x less positive healing efficiency.
  • SADISTIC; rename to VICIOUS
    • OLD | Rach Precision Kill gives 5% increased weakspot damage for 10 seconds.
    • NEW | Gain +1% weakspot damage per 2 trauma any teammate has, up to +100%. For every Ridden/Mutation precision kill, gain a 1/5 stacks of +3% weakspot damage, up to no limit, lasting 12s separately. -10 (flat value) health, -10% trauma resistance, -20% revive speed. Negative TE: +20% incoming FF.
  • IN THE ZONE
    • OLD | Precision Kills grant 5% reload speed for 5s (stacking up to 10 times).
    • NEW | For every Ridden/Mutation precision kill, gain a 1/5 stacks of +5% reload speed, +2% move speed, up to 10 stacks, lasting 8s together. Upon full stack, pause stack decaying for all stackable positive effects (including In the Zone itself) for 4s.
  • PEP IN YOUR STEP
    • OLD | Precision Kills grant you 8% movement speed for 5 seconds.
    • NEW | +15% slow resistance, +15% move speed while firing/meleeing. Gain +1/5 (flat value) stamina for every Ridden/Mutation kill, up to +100, lasting till the end of level. Gain -1 (flat value) stamina for every 1 trauma you have, up to -50.
  • CONFIDENT KILLER
    • OLD | When you or your team kills a Mutation gain 1% damage (up to 15%) until the end of the level. Only card holder obtains damage increase.
    • NEW | -25% outgoing FF. For every Mutation/Boss killed by any Cleaner, gain 1/10 stacks of +1% damage throughout the entire act, up to 20 stacks. Whenever any Cleaner is suppressed/incapped, remove 1/3 Confident Killer stacks.
  • LARGE CALIBER ROUNDS; rename to QUALITY AMMO
    • OLD | +7.5% Bullet Damage, +200% Bullet Penetration
    • NEW | +10% bullet damage, +25% bullet effective range. -20% ammo.
  • LINE 'EM UP
    • OLD | +10% effective bullet range, +15% recoil control, +25% bullet penetration, +25% aim Speed.
    • NEW | +10% aim speed, +50% bullet penetration. Bullet penetration retains full power after hitting 1 target(s). Each penetration kill (either bullet or melee) counts as 2 kills for kill-counting effects.
      • *kill-counting effects: Jim's perk 1, Hired Gun (burn card), Embezzler (weapon), Bounty Hunter, Highwayman, etc.
  • SILVER BULLET
    • OLD | +10% bullet damage. +15% bullet effective range.
    • NEW | +15% bullet damage, +25% bullet weakspot damage. -20% ammo, -20% bullet effective range, -10% recoil control.
  • BOUNTY HUNTER
    • OLD | When you kill a Mutation, gain 10 Copper (Up to 300 per Level).
    • NEW | Gain 25/10 copper per Mutation you killed/assisted, up to 350 copper per level. You yield 35% more copper from secondary missions.
  • WELL FED
    • OLD | Team Effects: +10 Team Health
    • NEW | Each S/M/L-sized food you consume will also heal 3/7/12 trauma. Before starting out, gain 2x effect from food items. TE: +5 health, and gain +5 additional health from each "Team Upgrade: Health".
      • *starting out: For example, opening the saferoom door.
  • MANDATORY PT
    • OLD | Team Effects: +10% team Stamina, +10% team Stamina Regen
    • NEW | +10 (flat value) stamina. TE: +5% stamina, +5% stamina efficiency, +25% stamina regen, and +5% sprint speed.
  • AMMO FOR ALL
    • OLD | Team Effects: +10% Team Ammo Capacity, +3.5% Team Damage
    • NEW | At the start of each level, refill 15% max ammo (affected by bonuses); Excess ammo will drop automatically. TE: +10% ammo. Gain additional +10/25% ammo if the effect source isn't carrying a secondary/primary gun.
  • NEEDS OF THE MANY
    • OLD | -10% health. TE: +1 extra life.
    • NEW | +5% trauma resistance. TE: +1 extra life, +1 Personal upgrade capacity, +1 free heal(s) in each First Aid Cabinet. -1 life (less), -2 Personal upgrade capacity. You heal 35% less at First Aid Cabinet.
      • *Personal Upgrade capacity: Check PERSONAL UPGRADES section in [part 1] for more info.
  • AMPED UP
    • OLD | Team Effects: When a horde is triggered, your team gains 20 health.
    • NEW | During a horde event (endless compatible), receive 5 stamina per 1s. TE: At the start of each horde, instantly heal 15 normal health, then gain +15% melee speed, +15% reload speed, and +25% stamina regen, lasting 25s base plus 5s per identical card.
  • ON YOUR MARK...
    • OLD | Team Effects: When a horde is triggered, your team restores 5% ammo and gains 10% move speed while firing, 15% reload Speed, and 25% swap speed for 30 seconds.
    • NEW | During a horde event (endless compatible), +3%/9% move/sprint speed. TE: At the start of each horde, gain +15% move speed while firing/meleeing, +10% sprint efficiency, +10% slow resistance, and +20% swap speed, lasting 25s base plus 5s per identical card.
  • INSPIRING SACRIFICE
    • OLD | Team Effects: When you or a teammate becomes incapacitated, all teammates heal for 20 Health over 10 seconds.
    • NEW | When you die, others replenish 50 stamina. TE: When any Cleaner is incapacitated, everyone else instantly recover 10 health and then receive 1 temp health per 1s for 20s.
  • AVENGE THE FALLEN
    • OLD | Team Effects: When you or a teammate becomes incapacitated, all teammates gain 30% damage, 20% reload speed, and unlimited Ammo for 10s.
    • NEW | For every dead teammate, gain +15% stamina and +25% damage. TE: When any Cleaner is incapacitated, everyone else gains +25% damage, +20% reload speed, and unlimited reserve ammo for 15s.
  • GRENADE POUCH
    • OLD | +1 offensive inventory, +25% swap speed, -5% offensive accessory cost.
    • NEW | +75% swap speed with offense accessories. Gain +1 offense inventory, or +2 for carrying Frag Grenades.
  • DOUBLE GRENADE POUCH
    • OLD | +2 offensive inventory.
    • NEW | Gain +2 offense inventory. Gain the ability to equip Frag Grenades in the quick accessory slot. -25% ammo.
      • Won't affect the other slot from "Utility Resourceful".
  • SURPLUS POUCHES
    • OLD | -5% health. +1 team offense inventory.
    • NEW | -5% health. Gain the ability to pick up accessories of any type excessively, up to 3 extra. For each extra accessory you carry, gain -4% move speed. Each extra accessory you carry will be dropped automatically in 60–180s after picking up.
      • An unique SFX will play to indicate that you've dropped an extra accessory.
  • FANNY PACK
    • OLD | +1 support Inventory, +15% trauma Resistance
    • NEW | +10% trauma resistance, +20% pistol/SMG ammo. Gain +1 support inventory, or +2 if your secondary slot is a melee or a bow (including crossbow).
  • SHOULDER BAG
    • OLD | +2 support Inventory.
    • NEW | +10% ammo. Gain +2 support inventory, or +4 for carrying Pain Meds or Bandages.
  • BOX O' BAGS
    • OLD | -10% health. Team Effects: +1 Team Support Inventory
    • NEW | -10% health, -25% stamina regen, -4%/8% move/sprint speed, -10% ammo. TE: +1 offense inventory, +1 support inventory, +1 quick item inventory.
  • BELT CLIP
    • OLD | +1 quick item inventory, +10% use speed.
    • NEW | +15% use speed, +15% swap speed. Reduce negative swap speed by up to 25%. Gain +1 quick item inventory, or +2 for carrying Stun Guns.
  • UTILITY BELT
    • OLD | +2 quick item inventory
    • NEW | +5 (flat value) health, +10 (flat value) stamina, +10% ammo. Gain +2 quick item inventory.
  • TOOL BELTS
    • OLD | -10% health. TE: +1 quick item inventory.
    • NEW | -5% move speed, -10% ammo. Gain 20% price discount on Tool Kits in the Vendor. TE: +1 quick item inventory.
  • WEAPON SCAVENGER
    • OLD | You can sense nearby weapons. More weapons spawn.
    • NEW | You can sense nearby weapons. You can claim 1 leftout weapon(s) for free via the lost-and-found option inside the Vendor. TE: 1–5 additional weapons will spawn in the level (better weapons spawn less).
      • *leftout: Discovered but left behind in the previous level.
  • OFFENSIVE SCAVENGER
    • OLD | You can sense nearby offense accessories. More offense accessories spawn.
    • NEW | You can sense nearby offense accessories. When you're picking up a new instance of offense accessory that's map generated (not extra resource), it has a 25% chance to not be consumed. TE: More offense accessories will spawn in the level.
      • *extra resource: Such as Hoffman's perk 1, Pinata, Highwayman, etc.
  • SUPPORTIVE SCAVENGER
    • OLD | You can sense nearby support accessories. More support accessories spawn.
    • NEW | You can sense nearby support accessories. When you're picking up a new instance of support accessory that's map generated (not extra resource), it has a 25% chance to not be consumed. TE: More support accessories will spawn in the level.
  • UTILITY SCAVENGER
    • OLD | You can sense nearby quick accessories. More quick accessories spawn.
    • NEW | You can sense nearby quick accessories. When you're picking up a new instance of quick accessory that's map generated (not extra resource), it has a 25% chance to not be consumed. TE: More quick accessories will spawn in the level.
  • HAZARD PAY
    • OLD | Gain 250 Bonus Copper at the start of each level.
    • NEW | At the start of each level, gain 250 copper plus additional 150 copper for every environmental corruption card in the given level.
  • MONEY GRUBBERS
    • OLD | Each time your team loots copper, you can gain 3 additional copper, up to 25 times.
    • NEW | Each time you or your team pickup a new instance of copper, increase the yield by 3, stackable up to 25 times per level. Additionally, you also receive 7 temp health and recover 0.5 trauma for each Money Grubbers proc.
  • MONEY GRUBBERS_ver.B
    • Each time you or your team picked up a new instance of copper, increase the yield by 1, stackable up to no limit throughout the entire act (won't reset). Additionally, you also receive 5 temp health and recover 0.25 trauma for each Money Grubbers proc.
  • COPPER SCAVENGER
    • OLD | You can sense nearby copper. More copper piles spawn.
    • NEW | You can sense nearby copper. TE: 5 additional Copper piles of 25 will spawn in the level.
  • LUCKY PENNIES
    • OLD | Whenever your team loots Copper, you have a 35% chance to find 100% additional Copper.
    • NEW | Each melee hit against Riddens/Mutations has a 4/20% chance to spawn a tiny copper pile of 5. TE: Each resource container any Cleaner opened has a 35% chance to spawn 1 copper pile of 50 in addition to its content.
  • SHARE THE WEALTH
    • OLD | Team Effects: Each teammate gets 100 bonus copper at the start of each level.
    • NEW | At the start of each level, lose 20% of your total copper, and recover 0.1 trauma for every 1 copper lost. TE: For every 1 copper the effect source lost to Share the Wealth, everyone else gets 1 copper.
  • COMPOUND INTEREST
    • OLD | Team Effects: Each Cleaner gains 5% of their total copper in each Saferoom.
    • NEW | TE: At the start of each level, each Cleaner gets bonus copper that equals to 5% of their total copper, and this percentage will increase by 1% for every 200 copper the effect source has.
  • [BURN CARD] WINDFALL
    • OLD | Team Effects: Each Cleaner gains 150 Copper.
    • NEW | TE: Grants each Cleaner 200 copper. Adds 15% price discount to 1 random item in the Vendor; Stackable.
  • [BURN CARD] HIRED GUN
    • OLD | Each kills grants 5 Copper, up to 1000.
    • NEW | Each Ridden/Mutation/Boss kill grants 5/25/125 Copper to the whole team, up to 750.
  • [BURN CARD] URGENT CARE
    • OLD | Team Effects: Each Cleaner restores 15 health and trauma.
    • NEW | TE: Recover 20% total plus 15 flat trauma, then receive normal health healing that equals to 50% of that trauma recovery.
  • [BURN CARD] EXTRA PADDING
    • OLD| Team Effects: Each Cleaner gains +20% trauma resistance.
    • NEW | TE: Gain +15% trauma resistance, +5% damage resistance, and -10% incoming FF.
  • [BURN CARD] GROUP HUGS
    • OLD | Team Effects: +1 Extra Life.
    • NEW | TE: +1 extra life, +5% bolstered health, -5% incoming FF, -5% outgoing FF.
  • [BURN CARD] HAZARD SUIT
    • OLD | Team Effects: Each Cleaner gains +20% fire desistance, +20% acid resistance, +20% explosion resistance.
    • NEW | Take 20% less damage from hazards. TE: Gain +25% damage resistance to fire, cyro, electro, acid.
  • [BURN CARD] SLIPPERY WHEN WET
    • OLD | Team Effects: Each Cleaner gains the Breakout ability and reduces its cooldown by 50%.
    • NEW | TE: Gain +15% slow resistance against enemy attack. Gain the ability to Breakout from suppression (60s base cd) or reduce its cooldown by 20s if you already have this ability.
  • DOWN IN FRONT; rename to SITTING DUCK
    • OLD | While crouching you neither take nor deal Friendly Fire damage. +10 health.
    • NEW | +15 (flat value) health, -25% incoming FF, -25% outgoing FF. While crouching, attract enemies 25% more, +25% temp damage recover rate and -25% temp damage recovery delay.
      • *+25% temp damage recover rate: At the rate of 0.125 health per 0.1s instead of 0.1 health per 0.1s.
      • *-25% temp damage recovery delay: Shorten the delay from 20s base down to 15s.
  • BATTLE LUST
    • OLD | Melee Kills heal 1 health and 0.125 trauma.
    • NEW | For every Ridden/Mutation kill with melee, recover 0.5/5 health and gain 1/10 stacks of Battle Lust, up to 10 stacks, lasting 10s together. If Battle Lust is fully stacked, recover 10 trauma and then lose all stacks. -20% slow resistance, +25% outgoing FF, +25% incoming FF.
  • COMBAT KNIFE
    • OLD | Turns your bash into a knife that counts as a melee weapon.
    • NEW | Turns your bash into a knife that counts as a melee weapon; Knife deals 70/35 damage before/after 250 hits; Durability replenishes fully per level or by spending a Tool Kit.
  • ADRENALINE FUELED
    • OLD | When you kill an enemy, gain 5 stamina instantly and an additional 7 Stamina over 7 seconds, stacking up to 5 times.
    • NEW | For every Ridden/Mutation kill (anyhow), instantly receive 5/25 stamina. For every Ridden/Mutation kill with melee, gain 1/5 stacks of 1 stamina regen per 1s, up to no limit, lasting 5s separately. -20% stamina regen. Gain 0.35x less positive stamina regen.
  • COLD BREW COFFEE
    • OLD | +15% reload speed, +25% aim speed, +25% swap speed, +25% use speed.
    • NEW | +10% reload speed, +15% swap speed, +20% aim speed, +25% use speed, and gain 0.2x less negative with these attributes. -10% stamina efficiency.
  • ENERGY DRINK
    • OLD | +15% stamina, +25% swap speed, +15% move speed while firing, +10% slow resistance.
    • NEW | +15% slow resistance, +10% stamina efficiency, +15% move speed while firing, +15% move speed while meleeing, and gain 0.4x less negative with these attributes. -20% incoming healing, +15% temp health decay (faster).
      • *incoming healing: Works when you heal yourself and others heal you, not when you heal others.
  • GRENADE TRAINING
    • OLD | +25% accessory damage.
    • NEW | +50% accessory damage. Gain +50% swap speed with offense accessories.
  • DEMOLITION EXPERT
    • OLD | +50% accessory Damage. -15% ammo capacity.
    • NEW | +100% accessory damage. -20% ammo. Gain +40% outgoing FF with offense accessories.
  • IMPROVISED EXPLOSIVES
    • OLD | +75% accessory damage, -25% swap speed.
    • NEW | You can convert dropped Propane Tank or Frag Grenade into Pipe Bomb by using a Firecracker via [alt fire] on them. You can turn Gas Canister into Propane Tank and vice versa by pressing [reload] while wielding them; Repeatable.
  • BOMB SQUAD
    • OLD | 1 additional Frag Grenade spawns per map. Team Effects: +25% explosive damage, +20% explosive resistance.
    • NEW | Gain -30% outgoing FF with explosive damage. TE: +20% damage resistance to explosive. 2 additional Frag Grenade(s) will spawn in the level.
  • HIGHWAYMAN
    • OLD | Kills with Secondary guns have a 5% chance to spawn ammo or a Molotov.
    • NEW | Each Ridden/Mutation kill with secondary weapons has a 4/20% chance, to spawn 1 extra resource that could be random ammo, Molotov, Razor Wire or Bear Trap; Trigger chance with melee/bow is 2x/3x but on a 8s/16s separate cooldown. -5% trauma resistance.
  • MUGGER
    • OLD | Kills with Melee weapons have a 5% chance to spawn ammo or Razor Wire.
    • NEW | While having ≥75% stamina, receive 1/5 copper every time you stumbled a Ridden/Mutation within 8m. Chain-stumbling a Ridden also deals 4 melee damage to them. -5% trauma resistance, -15% revive speed.
  • ADMIN RELOAD
    • OLD | When you stow your weapon, it reloads.
    • NEW | Gain +15% reload speed with pistols. Your weapons automatically reload in the background (swapped off) at 0.7x speed after a 0.5s delay. While reloading and for 4s afterwards, provide +15% reload speed to fellow Cleaners within 8m.
  • AMMO STASH
    • OLD | Your secondary weapons have unlimited ammo. Your secondary weapons reload 20% Slower.
    • NEW | Gain 0.3x more positive ammo. Your secondary weapons don't cost ammo to reload. -5 (flat value) stamina, -10% stamina. Weapons affected by Ammo Stash gain 0.5x less positive reload speed and -10% reload speed.
  • TWO IS ONE AND ONE IS NONE
    • OLD | You can equip a primary weapon in your secondary slot. -25% Swap speed.
    • NEW | You can equip a primary weapon in the secondary slot. If equipped another primary weapon, gain -20% stamina regen, -20% swap speed.
  • QUICK KILL
    • OLD | +50% accuracy, DISABLES: Aim Down Sights.
    • NEW | +25% accuracy, +35% aim speed, +50% hipfire reaccurize (faster).
  • BUCKSHOT BRUISER
    • OLD | When using Shotguns, gain 0.25 temporary health for each pellet that hits.
    • NEW | Add +2 damage in each shotgun pellet. With each shotgun pellet hit, receive 0.2 temp health, potency doubles when hitting weakspot.
  • CHARITABLE SOUL
    • OLD | Healing a teammate also applies 50% of the effect to you.
    • NEW | Healing a teammate also copies 20% of the effect to you and heals 2 trauma on you, and received healing copies 40% of the effect to the healer and heals 4 trauma on them. TE: +10% received healing efficiency.
      • *received healing efficiency: Works when others heal you, not when you heal yourself nor when you heal others.
  • WELL RESTED
    • OLD | Team Effects: +20% team overheal, +5% team healing efficiency.
    • NEW | +100% stamina regen. Reduce negative stamina regen by up to 25% (additively). TE: Gain +10 additional stamina from each "Team Upgrade: Stamina".
  • FIT AS A FIDDLE
    • OLD | +5 team health. Team Effects: +20% team bolstered health.
    • NEW | +5 (flat value) stamina, +25% incoming healing overheal, +20% bolstered health.
      • *incoming healing: Works when you heal yourself and others heal you, not when you heal others.
  • STEALTHY PASSAGE
    • OLD | Allows disarming of door alarms, car alarms, and birds. The target will trigger if you are interupted. DISABLES: Quick Slot. Team Effects: Gain 25 Copper per success.
    • NEW | You can disarm door alarms, car alarms, and birds by pressing [interact] on them; Disarm range is 2.5m. TE: Grants 25 copper to everyone per success. -3 quick item inventory. The disarm target will trigger if the action is aborted.
      • *-3 quick item inventory: Which means no capacity for carrying quick accessories until gaining +3 quick item inventory.
  • WEAPONSMITH
    • OLD | Allows the ability to unbolt attachments from weapons outside of saferooms. Unbolting attachments costs 400 Copper. Team Effects: Addtional copies of Weaponsmith played reduce its cost by 100 Copper.
    • NEW | +15% reload speed. Gain the ability to unbolt weapon attachment slots outside of saferooms by spending 300 copper, and the ability to purge corrupted attachment slots by spending 75 copper. TE: Reduce attachment unbolt/purge cost by 100/25 copper per identical card.
  • BREAKOUT
    • OLD | Breakout: Hold [interact] to free yourself from grabs. +50% Breakout Cooldown Reduction (base 60s). 1s to release.
    • NEW | While being suppressed, gain +25% trauma resistance. Gain the ability to Breakout from suppression (60s base cd) or reduce its cooldown by 20s if you already have this ability; Takes 2s to perform breakout.
      • *suppressed: Crusher grab, Stalker pin, Hocker root, etc.


  • FOOD SCAVENGER
    • OLD | Adds a moderate amount of Food Items to the world. Food Items restore an additional 3 Health.
    • NEW | +2 food inventory. You can sense nearby food items within 3m (fully stacks with Heng). TE: 5–15 additional food items will spawn in the level depending on the level's food scarcity and food sizes (bigger foods spawn less).
      • Changes to the food system are made in part 1.
  • BELLIGERENT
    • OLD | Gain a stacking 4% increase to Damage each time a horde is called up to 6 stacks (30 second cooldown between Hordes). Stacks are reset when a Cleaner is incapped or killed.
    • NEW | During a horde event (endless compatible), for every Ridden/Mutation kill, gain 1/10 stacks of +1% damage, up 25 stacks, decaying at the rate of 1 stack per 10s outside a horde event. +25% outgoing FF. For every Belligerent stack, gain -0.5% trauma resistance.
  • FILL 'EM FULL OF LEAD
    • OLD | While shooting, gain 1% Damage, 1% fire rate, and 5% swap speed every 0.25 seconds. Max count of buffs is 20.
    • NEW | +10% rate of fire, +10% reload speed.
  • SUPPRESSING FIRE
    • OLD | Damaging Ridden with LMG's or Snipers has a 40% chance to slow Ridden near the target by 50% for 5s.
    • NEW | Fly by bullets within 4m of each target can deal 0.25x the stumble force without actual hit, while slowing their move speed by 1–10% per bullet (based on the weapon's stumble power), up to 20%, lasting 3s separately. Also, LMG bullets cause 2–10% move speed slow per hit, up to 20%, lasting 3s separately.
  • OUT WITH A BANG
    • OLD | TE: When a teammate is incapacitated or dies, they drop an active Pipe Bomb.
    • NEW | +15% incap trauma (more), +30% death trauma (more). +1 extra life. Gain the ability to pickup and use any offense accessory while incapped. TE: When any Cleaner is incapped, they spawn an extra Frag Grenade. When any Cleaner is dead, they drop a live Pipe Bomb.
      • Not ethat death isn't affected by incap trauma.

  • CLEANSING FIRE
    • OLD | Gain a stacking +5% damage resistance every second you're on fire, for a maximum 5 stacks lasting for 15s. Fire removes most negative status effects. +40% fire resistance.
    • NEW | +20% damage resistance to cyro. While in ablaze status, immune most negative status effects, and gain +30%/15% damage/trauma resistance, lasting 3s base plus 1s per 0.5s being ablazed.
  • EMPOWERED ASSAULT
    • OLD | After you kill a Mutation, the next time you damage a Mutation is guaranteed to cause them to stumble. TE: +5% stumble damage.
    • NEW | Whenever any Cleaner stumbled a Ridden/Mutation, gain 1/5 stacks of +1% bullet damage and +2% melee damage, up to 15 stacks, lasting 6s together. TE: +20% bullet stumble force, +50% melee stumble force.
  • EMPOWERED ASSAULT_ver.B
    • Receive 2/10 stam whenever a Ridden/Mutation is stumbled. For every 10 stamina you have above 75 (flat value) stamina, gain a stack of +1% bullet damage and +5% melee damage, up to 15 stacks. -10% stamina efficiency.
  • HAZMAT SPECIALIST
    • OLD | +35% acid resistance. Your Bait Jars do direct damage to targets and can hit Weakspots. TE: Killing Mutations that are covered with Bait has a 75% chance to create another Bait Jar.
    • NEW | Take 20% less damage from hazards (on top of resistances). Fully mitigate the first 120 elemental damage of any type, except explosive and psychic, you would otherwise sustain in each level, with the shielding budget reduce by 20 with each incap and increase by 60 with each use of Health Station (First Aid Cabinet) up to 200.
  • PHOSPHORUS TIPPED
    • OLD | Continuos gunfire gives an escalating chance to set targets on fire.
    • NEW | Each gunshot has a 20% chance, or 100% if fired from a full mag, to set target ablaze, which causes a stack of burning DoT dealing 4 damage per 0.2s, up to 10 stacks per target, lasting 4s together. -20% ammo.
  • WASTELAND CHEF
    • OLD | Gain the ability to melee food items to create a Gourmet Dinner or a Mediocre Meal. Using the Combat Knife increases your odds of a Gourmet Dinner.
    • NEW | Gain the ability to bash dropped food items for a 20% chance to duplicate them, plus a 5% chance to destroy them; You will receive 15 bolstering temp health for each duplication; Combat Knife raises the chance of success to 30%.
      • *bolstering temp health: A sub-type of temp health that simultaneously grants bolstering health capacity, which is temporary and will fade away as the corresponding bolstering temp health decays or depletes.




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