What plans are you making for entering into the new difficulties (or are you choosing to skip out on this feature altogether)? Pretty soon we'll see if diving in completely unprepared is a good idea or not when I finally get my hands on the new mode!
I have a Pathologist, Surgeon and an automechanic with above average health and stam, good traits and good skills. With crossbows and over 200 plaque samples waiting for the update.
I used your advice that the vehicle is best way to kill Zeds. Ya weapons and guns have less durability in Nightmare, I even tested it out vehicles don't last long. I found a military truck early on and I repaired it. I ran over a group of 10 and it was already smoking and it took 1 feral to blow it up. Vehicles are too OP in standard, I think the devs knew that and made it so you're more cautious with them.
@@AgentNibbles Yeah, I think they're going to be best used in emergency situation or if you have a good setup for keeping the vehicle repaired. I think there's an automechanic ability that improves the durability of cars that might be necessary to use Standard Zone tactics.
well, i was spend sometime on std zone to gather mods, and max out 3 best member and let them carry all the good stuffs from std to nightmare zone. Basically, we need tons of bolt in nightmare when go out rather than guns, cuz they are too loud, i just carried 5 best guns so some of community members can equip to defense my base
@@GitGudFox This is really long, so sorry in advance and you've been warned, but I feel that this strategy is a really effective one to start off strong. This is my plan for starting a new community on a harder difficulty, not simply transferring to a new area and then changing the difficulty. I will send my best 3 to make things easier initially (all having the gunslinger perk to save ammo). All will be stocked with goodies. Each having a unique weapon (like the echo revolver and echo smg, as well as the sexy WW2 bolt action rifle, forgot the name), and each having a rucksack of valuable resources (In this case, food and ammo, maybe materials. I took a gamble to see if you could take rucksacks to new areas, and it worked, the question now becomes if your characters keep those rucksacks even if you don't choose them for the next community, but save them for a future one). One will carry at least one stack of parts, chemicals, circuitry, and ethanol along with 2 stacks of ammo for their weapon, and assuming I didn't fill their inventory with other materials for crafting, a facility mod or two. The next person will have 2 tool boxes and 2 gas cans along with 2 stacks of ammo. This person will also have the rest of their inventory filled with meds and Plague cure bulk packages. The last person will have the CNC mod in order to optimize parts production, the pain killer press, the network radio mod, and the compost mod. Aside from having 2 stacks of ammo for their gun, the rest will also be used for either ammo or parts (the latter being more likely given the fragility of cars) All will have 1 stack of strong pain killers and 1 stack of snacks as well as having silenced weapons (professional or advanced). All have the discipline perk for their wit skill, one having the marathon (which is quite powerful when combined with discipline and gunslinging, having a high light encumbrance lets you run from hordes on foot for free, letting you expend as much stamina as you want) and the rest having backpacking (though I might change this up in the future, not necessarily to marathon). Striking is also fairly common for me, but not needed. They all will also have the hiking backpack equipped. Sadly, their special abilities are to be desired, one having expertise in munitions, one electronics, and one having construction. Not ideal early on, but very much desirable later on (I like saving my materials and having a large slot for anything useful like the trading depot or a farm, maybe beds if I haven't made enough of the rights friends). All will be massively overburdened, but that is negated as soon as you set up shop in a new home and dump your crap.
Although you gave stealth such a bad rap when you reviewed the skills, My style has been stealth the entire time. In the new zones stealth will be essential as you say.
I don't think it's stealth's fault in the base game. I think it's UL lab's fault for not creating enough situations for stealth to shine... at least until now. Stealth and a crossbow could be a pretty meta setup since crossbows will be the only completely silent ranged weapons.
How to prep for the Nightmare mode: Just hire a Red Talon Recruit so that they can irritate people and depress people so they leave... They even irritate me.
My current leader is a Red Talon Operative. My morale is good. Important survivors all have a skill that improves their morale by using supplies to boost their morale. It costs supplies but I get items in exchange and everyone remains happy.
"What plans are you making for entering into the new difficulties?" I love this question but I--in my humble opinion--believe Undead Labs has already given us the answer...the Zed Hunter patch. At first I was really confused as to why they would introduce crossbows to this easy game (along with expensive zombie bait, scent block, and zed eye) I generally just use a Preppers AK with an advanced suppressor or other badass rifle so why would I use the tedious crossbow?. Now that they have announced the "Nightmare" mode it all makes sense as to why I would need a crossbow for anything other than plague sample farming. I also believe that not only has Daybreak been a beta test (because why would anyone put out such a boring ass DLC) but this entire first year was a beta test for mining data to give true fans what they really want in a survival simulation game. Fox, like you I am a fan of stealth games like Metal Gear and I think the new modes will bring us that sense of constant tension and anxiety we are thirsting for. You don't watch a horror movie because everybody easily lives through the terror. The higher difficulty settings will make charging into an infestation like a boss a much rarer instance. I appreciate what Undead Labs is doing and appreciate guys like you Fox. Unlike so many other videos I have watched in regards to this game...You know your shit!
The appeal of survival games feeds into our human desire for "autonomy" and "competence." That is to say, humans enjoy feeling like they can be independent (autonomy) and do what needs to be done, and we like to feel like we're capable of getting the job done (competence). A game where you have to survive (prove your competence) and also do it both willingly and figure it out out because the game isn't linear (autonomy) can only crank up this feeling of gratification by making it harder to survive and make the decisions you make more meaningful. That's really the significance of this increase in difficulty, and I am going to try and get a video out about why the increase of difficulty is meaningful before the 26th.
I look forward to watching that video. Simply put "The greater the risk the greater the reward." There is a lack of reward for competency at the moment for the risks are miniscule.
Agreed. They couldn't put this in the game as is because they needed a player base to show them what works and what doesn't. Now they know and can adjust from there.
Just finished the game with my last community, and I'm planning to start from scratch with 3 randoms on nightmare and see how far I can get! Looking forwards to having to play it safe... this could get messy!
I'm late to the party, as I've only had the game a week ago and have been loving it. This video reminds me if something I was thinking about, and that is the devs should give you an option for items that could increase or decrease the difficulty of the various modes. For example, if you have boons available in standard, allow you to decide to choose one boon for the next difficulty level. Or maybe allow you to choose to start only 2 or even 4 characters, at the various levels, and say have a switch to set if zombies that are already engaging you are distracted by firecrackers and such. My thinking is simply that when played single player I don't see an issue giving the player as wide a range of options to adjust difficulty, either up or down. In fact I would say that having choices like that will not only keep more people, playing longer, than they otherwise would but will make players more willing to turn the difficulty up a notch on their next playthrough. For example, I'm still on my first playthrough, I'm using standard mode and have a builder as my leaders, to get the boon from them for my next playthrough. Once I finish a game, if I was going to play through a second time I'd normally move the difficulty up a notch, but that means I couldn't use the builder boon I will have just earned, so most likely I'll stick with standard difficulty, which could well result in my getting bored and moving on to something else.
I plan on going balls to the wall in nightmare with my forever community. They are prepared for it and I cannot REGRIND just for the boons. I'll be at the Corner Office with 10 ppl with a power and water Outpost plus the other 4. Beat all the plague hearts, get sum good loot and go back to standard. My 1 tragic death achievement I hold closely since I got all my friends beat and I refuse to relinquish the title😀 Except you, I believe. None of your survivors have died🙃😒
@@robertmoncrief1479 I'm kind of apprehensive about beating the game 4 times since you have to fight a lot of hostile humans. I wonder how much headshot damage will do.
I can confirm that stealth is 100% necessary, and you NEED a crossbow. Unless you wanna lose your melee weapon in 60 seconds, avoid major combat whenever necessary. Save guns for only the most desperate situations, such when going into areas infested with plague hearts. And for the love of god, bring friends. I've found that this is what you need for at least the early game. Recommend the valley for starting map.
The tactic where you load up the trader and warlord boon seems legit. So start up a regular game with the boons equipped then switch to nightmare from the game screen or log out then restart. It will have to be legacy characters though or maybe not. The shock troops are as follows: a lichenologist, a recycler, and either a mechanic or fisherman. Done and done.
You think you'll do a sort of base set up video for nightmare mode? Sort of like how you did the base reviews and at the end you showed what you put in each building slot ? I left the game awhile back and this mode has my attention my friends and I found the standard difficulty to be to easy. Which is why I think the videos would be useful for returning players
I'm not sure because I think the base ratings are going to stay the same. If in my experiments, I find that the base ratings no longer apply in Nightmare mode, I'll pick the really standout bases to re-analyze.
@@GitGudFox Great call, it's looking like Timberwolf this time around. Will have to keep distance and maybe get some high ground due to being bolt action. So many overlooked options are gonna be relevant now and I'm looking forward to giving my Characters Separate Roles. As a long time player I don't mind waiting for Trumbull if anything I'm glad the difficulty setting is coming first because I want to go back trumball on Nightmare. Some aren't happy and I get that but me I'm real happy and just glad there's more on the way. Thanks for all your Coverage and time, I enjoy playing while watching. Have a great rest of your day or night mate, looking forward to your videos on the update.
My current idea would be to: Start a new community with three decent legacy survivors in the base game with trader and warlord legacies. Play for a few game days to beef up the supply locker with parts, plague samples/cures, gas cans etc and then move into Nightmare with a view to complete the Builder legacy first. For the second Nightmare legacy I would then start in the base game again with 3 existing legacy survivors with builder (which will still count when moving across since it has already been earned in Nightmare) and trader cards and go into Nightmare after another few days playing at base level difficulty to get the trader legacy. After that I could just start each time in Nightmare for the Sheriff and Warlord legacies. A lot depends on exactly how gruelling the Nightmare experience is
I'm just throwing my random community in for maximum entertainment. Random 3 new survivors, brand new community, and see what happens. Even if everyone gets wiped out, it'll probably be entertaining to watch.
Respectfully disagree. For a realistic experience, you send in your best community. The point is can they survive? If some die, you recruit. This is what happens on the TWD. Sending in fodder troops is kind of wimping. If you don't think you have the skills, go into dread mode. If all you care about is how quick you can your Booms, then yes, your strategy is sound. But I just tell people if its all about the Booms, then just erase your current standard game and replay. I for one am looking forward to nightmare mode - I know i will have to change my tactics and strategies. The question is will I be able to survive?
Well, if you want the hardest experience. You would send in 3 random community members and establish a forever base without the legacies. That would be the more nightmarish experience.
I agree i already aent my mains in with as much of a head start as i could. I already know they wont make it even with a head start 1 slip up and your done
xXxDEDEyExXx I recommend enlisting a member from an enclave instead of using one of your own. The ai in this game will cause you to lose a community member or two if you try to save them instead of running away from a terrible situation.
I'm thinking gunslinging is going to be pretty meta against ferals. You can set them on fire, too. Doesn't kill the but does hurt them and give you time to kill them while they try to put themselves out.
No, you have to unlock the legacies for every difficulty. It can unlock downwards as in Nightmare will unlock Dread and Standard, but it won't work in reverse.
Cars dont take nearly the damage. I havent played anything but standard but after 1.7 they had standard zone with nightmare car damage and it sucked. 1 horde run down and its smoking
I don’t plan on using boons as I feel they take away from the survival aspect of the game. I’m currently making a lot of cuts as far as my community goes. I’m trying to find the perfect group of six survivors that can maintain a healthy community that can handle taking out multiple freaks at a time. I’m definitely using a farm lvl 3 and a good group of allied enclaves to keep me going.
The main freaks that I'm worried about are the ferals since juggs can be both more easily avoided or outran if necessary while ferals will be hard to shake without a vehicle.
Git Gud Fox I’m looking forward to the hordes of ferals. I was thinking shotguns paired with sharpshooter but realistically I’ll be using a light crossbow and a combat knife. Marathon will be how I separate the pack and regain my stamina then re engage. I’ve fought three ferals before and it was as terrifying as much as it was fun. It will take some time to figure it out how to survive the onslaught of speed and aggression.
I'm concerned about making noise. If you watch the devstream, some of the guns are making such loud noise that the soundwaves on the map nearly cover the entire visible minimap.
Git Gud Fox I noticed that and decided to throw out the shotgun tactic due to how much noise has been pushed to the forefront. I’m more of a crossbow guy anyway.
I lost people only because I rushed into every fight trying to make the game a challenge. As is I can run a community from scratch all the way through a legacy in a single real life day.
What about my forever community with sheriff and builder boon and my 9 daybreak badasses :( I don’t want to enter without my free power with those people and I can’t restart and lose all those maxed out badasses
@GitGunFox Yeah but if they are in a game with standard community boons and then I use your advice of starting a new “suicide squad” and then they unlock the two boons in nightmare that my forever community have been using in base game, then if I hop on with the forever community and move up to nightmare that my boons would work then?
@@ethanludwig9318 Yes, if you have the sames boon unlocked in nightmare mode that your standard mode community were using, then they will enter into the nightmare mode with those boons available.
I am not a fan if these harsh modes. But whoever's has asked for it should take up this challenge a d start their communities from scratch. When some one switches difficulty mode its should be like a new game. Otherwise, people will accumulate stuff, switch maps, complete those too and again complain it's very easy. Just my thoughts.
There were people who thought Breakdown 99 in SoD1 was still too easy, so who knows what people are capable of in SoD2? I doubt UL will add an even further difficulty unless they dramatically underestimated the playerbase.
Lol anyone else watch his let's plays then goto the game like "ok im a vet now I know every trick in the game" hope on lethal one time and just get annihilated? No? Just me 🤣
Well, this is the analogy I'll use. You could read every book in the world about drawing. You could listen to every lecture from every school about drawing. You'd know a lot about art trivia, but you'd have no training or practical skill because knowledge doesn't train your hand to be steady, to have control, to be able to press the pencil lightly then heavily within the same pencil stroke. Only hundreds of hours of regular physical practice can train the small muscles of the hand to learn the accuracy and steadiness needed.
@@GitGudFox true. I am currently training myself to get used to the combat on nightmare and I have my map set to nightmare and left the plague things on standard until I am better at dodging lmao. The jugs are my bane because I can't quite time the dodges right, like I'll dodge but still get hit cause I'm still to close I guess?
The problems with ferals are going to appear when they show up in groups of 3 since they won't give you the time to complete the execution sequence on them.
What plans are you making for entering into the new difficulties (or are you choosing to skip out on this feature altogether)? Pretty soon we'll see if diving in completely unprepared is a good idea or not when I finally get my hands on the new mode!
I have a Pathologist, Surgeon and an automechanic with above average health and stam, good traits and good skills. With crossbows and over 200 plaque samples waiting for the update.
I used your advice that the vehicle is best way to kill Zeds. Ya weapons and guns have less durability in Nightmare, I even tested it out vehicles don't last long. I found a military truck early on and I repaired it. I ran over a group of 10 and it was already smoking and it took 1 feral to blow it up. Vehicles are too OP in standard, I think the devs knew that and made it so you're more cautious with them.
@@AgentNibbles Yeah, I think they're going to be best used in emergency situation or if you have a good setup for keeping the vehicle repaired. I think there's an automechanic ability that improves the durability of cars that might be necessary to use Standard Zone tactics.
well, i was spend sometime on std zone to gather mods, and max out 3 best member and let them carry all the good stuffs from std to nightmare zone. Basically, we need tons of bolt in nightmare when go out rather than guns, cuz they are too loud, i just carried 5 best guns so some of community members can equip to defense my base
@@GitGudFox This is really long, so sorry in advance and you've been warned, but I feel that this strategy is a really effective one to start off strong.
This is my plan for starting a new community on a harder difficulty, not simply transferring to a new area and then changing the difficulty.
I will send my best 3 to make things easier initially (all having the gunslinger perk to save ammo). All will be stocked with goodies. Each having a unique weapon (like the echo revolver and echo smg, as well as the sexy WW2 bolt action rifle, forgot the name), and each having a rucksack of valuable resources (In this case, food and ammo, maybe materials. I took a gamble to see if you could take rucksacks to new areas, and it worked, the question now becomes if your characters keep those rucksacks even if you don't choose them for the next community, but save them for a future one). One will carry at least one stack of parts, chemicals, circuitry, and ethanol along with 2 stacks of ammo for their weapon, and assuming I didn't fill their inventory with other materials for crafting, a facility mod or two.
The next person will have 2 tool boxes and 2 gas cans along with 2 stacks of ammo. This person will also have the rest of their inventory filled with meds and Plague cure bulk packages.
The last person will have the CNC mod in order to optimize parts production, the pain killer press, the network radio mod, and the compost mod. Aside from having 2 stacks of ammo for their gun, the rest will also be used for either ammo or parts (the latter being more likely given the fragility of cars)
All will have 1 stack of strong pain killers and 1 stack of snacks as well as having silenced weapons (professional or advanced). All have the discipline perk for their wit skill, one having the marathon (which is quite powerful when combined with discipline and gunslinging, having a high light encumbrance lets you run from hordes on foot for free, letting you expend as much stamina as you want) and the rest having backpacking (though I might change this up in the future, not necessarily to marathon). Striking is also fairly common for me, but not needed. They all will also have the hiking backpack equipped. Sadly, their special abilities are to be desired, one having expertise in munitions, one electronics, and one having construction. Not ideal early on, but very much desirable later on (I like saving my materials and having a large slot for anything useful like the trading depot or a farm, maybe beds if I haven't made enough of the rights friends).
All will be massively overburdened, but that is negated as soon as you set up shop in a new home and dump your crap.
Although you gave stealth such a bad rap when you reviewed the skills, My style has been stealth the entire time. In the new zones stealth will be essential as you say.
I don't think it's stealth's fault in the base game. I think it's UL lab's fault for not creating enough situations for stealth to shine... at least until now. Stealth and a crossbow could be a pretty meta setup since crossbows will be the only completely silent ranged weapons.
How to prep for the Nightmare mode: Just hire a Red Talon Recruit so that they can irritate people and depress people so they leave... They even irritate me.
I have never tried them before.
My current leader is a Red Talon Operative. My morale is good. Important survivors all have a skill that improves their morale by using supplies to boost their morale. It costs supplies but I get items in exchange and everyone remains happy.
"What plans are you making for entering into the new difficulties?" I love this question but I--in my humble opinion--believe Undead Labs has already given us the answer...the Zed Hunter patch. At first I was really confused as to why they would introduce crossbows to this easy game (along with expensive zombie bait, scent block, and zed eye) I generally just use a Preppers AK with an advanced suppressor or other badass rifle so why would I use the tedious crossbow?. Now that they have announced the "Nightmare" mode it all makes sense as to why I would need a crossbow for anything other than plague sample farming. I also believe that not only has Daybreak been a beta test (because why would anyone put out such a boring ass DLC) but this entire first year was a beta test for mining data to give true fans what they really want in a survival simulation game. Fox, like you I am a fan of stealth games like Metal Gear and I think the new modes will bring us that sense of constant tension and anxiety we are thirsting for. You don't watch a horror movie because everybody easily lives through the terror. The higher difficulty settings will make charging into an infestation like a boss a much rarer instance. I appreciate what Undead Labs is doing and appreciate guys like you Fox. Unlike so many other videos I have watched in regards to this game...You know your shit!
The appeal of survival games feeds into our human desire for "autonomy" and "competence." That is to say, humans enjoy feeling like they can be independent (autonomy) and do what needs to be done, and we like to feel like we're capable of getting the job done (competence). A game where you have to survive (prove your competence) and also do it both willingly and figure it out out because the game isn't linear (autonomy) can only crank up this feeling of gratification by making it harder to survive and make the decisions you make more meaningful.
That's really the significance of this increase in difficulty, and I am going to try and get a video out about why the increase of difficulty is meaningful before the 26th.
I look forward to watching that video. Simply put "The greater the risk the greater the reward." There is a lack of reward for competency at the moment for the risks are miniscule.
Agreed. They couldn't put this in the game as is because they needed a player base to show them what works and what doesn't. Now they know and can adjust from there.
I'm just going in with fresh survivors, I want as much of a challenge as possible
The devs may have overestimated their new Nightmare difficulty, but I'll wait to say when I get my hands on it.
I tried it. You probably regretted it.
Just finished the game with my last community, and I'm planning to start from scratch with 3 randoms on nightmare and see how far I can get!
Looking forwards to having to play it safe... this could get messy!
I'm planning on doing the same thing.
So how's it working out for you so far?
I'm late to the party, as I've only had the game a week ago and have been loving it. This video reminds me if something I was thinking about, and that is the devs should give you an option for items that could increase or decrease the difficulty of the various modes. For example, if you have boons available in standard, allow you to decide to choose one boon for the next difficulty level. Or maybe allow you to choose to start only 2 or even 4 characters, at the various levels, and say have a switch to set if zombies that are already engaging you are distracted by firecrackers and such.
My thinking is simply that when played single player I don't see an issue giving the player as wide a range of options to adjust difficulty, either up or down. In fact I would say that having choices like that will not only keep more people, playing longer, than they otherwise would but will make players more willing to turn the difficulty up a notch on their next playthrough.
For example, I'm still on my first playthrough, I'm using standard mode and have a builder as my leaders, to get the boon from them for my next playthrough. Once I finish a game, if I was going to play through a second time I'd normally move the difficulty up a notch, but that means I couldn't use the builder boon I will have just earned, so most likely I'll stick with standard difficulty, which could well result in my getting bored and moving on to something else.
Beat it again on nightmare? Standard is too boring
I plan on going balls to the wall in nightmare with my forever community. They are prepared for it and I cannot REGRIND just for the boons. I'll be at the Corner Office with 10 ppl with a power and water Outpost plus the other 4. Beat all the plague hearts, get sum good loot and go back to standard. My 1 tragic death achievement I hold closely since I got all my friends beat and I refuse to relinquish the title😀 Except you, I believe. None of your survivors have died🙃😒
When I get the achievement, I want it to be a story, one that I remember as a gamer.
@@GitGudFox would make a good video for Nightmare on how you can die a cool death and get the achievement in the process 👍
@@robertmoncrief1479 I'm kind of apprehensive about beating the game 4 times since you have to fight a lot of hostile humans. I wonder how much headshot damage will do.
I'm curious, how did your survivor get killed to death?
Thanks for the tips and advice FOX!
No problem!
I can confirm that stealth is 100% necessary, and you NEED a crossbow. Unless you wanna lose your melee weapon in 60 seconds, avoid major combat whenever necessary. Save guns for only the most desperate situations, such when going into areas infested with plague hearts. And for the love of god, bring friends. I've found that this is what you need for at least the early game. Recommend the valley for starting map.
I'm going to start carrying backup melee weapons.
The tactic where you load up the trader and warlord boon seems legit. So start up a regular game with the boons equipped then switch to nightmare from the game screen or log out then restart. It will have to be legacy characters though or maybe not. The shock troops are as follows: a lichenologist, a recycler, and either a mechanic or fisherman. Done and done.
The trader headstart is pretty nice too.
Builder is better
You think you'll do a sort of base set up video for nightmare mode? Sort of like how you did the base reviews and at the end you showed what you put in each building slot ? I left the game awhile back and this mode has my attention my friends and I found the standard difficulty to be to easy. Which is why I think the videos would be useful for returning players
I'm not sure because I think the base ratings are going to stay the same. If in my experiments, I find that the base ratings no longer apply in Nightmare mode, I'll pick the really standout bases to re-analyze.
For me Fuel bombs will be mega for none fire ressistant. 50 cal will be essential to find and to have a press at the ready for the plague jugs.
I wonder which 0.50 cal. will be the best. I think one of them has a built-in silencer which might let it exceed the B50FG.
@@GitGudFox Great call, it's looking like Timberwolf this time around. Will have to keep distance and maybe get some high ground due to being bolt action. So many overlooked options are gonna be relevant now and I'm looking forward to giving my Characters Separate Roles. As a long time player I don't mind waiting for Trumbull if anything I'm glad the difficulty setting is coming first because I want to go back trumball on Nightmare. Some aren't happy and I get that but me I'm real happy and just glad there's more on the way. Thanks for all your Coverage and time, I enjoy playing while watching. Have a great rest of your day or night mate, looking forward to your videos on the update.
With a good stealth skill and a crossbow. You can stealth kill Jugs without aggroing them. Not sure if that will carry over into Nightmare.
One question I have about the plague juggernauts is, will they also disappear once all the plague hearts are defeated?
Good question but sadly not answered directly by a dev. I would hazard a guess that the juggs will be demoted back into standard juggs.
@@GitGudFox That would make sense, it would make nightmare mode a little easier with the only big threat being feral packs and zombie hordes.
@@GitGudFox Lol, standard juggs
My current idea would be to: Start a new community with three decent legacy survivors in the base game with trader and warlord legacies. Play for a few game days to beef up the supply locker with parts, plague samples/cures, gas cans etc and then move into Nightmare with a view to complete the Builder legacy first. For the second Nightmare legacy I would then start in the base game again with 3 existing legacy survivors with builder (which will still count when moving across since it has already been earned in Nightmare) and trader cards and go into Nightmare after another few days playing at base level difficulty to get the trader legacy. After that I could just start each time in Nightmare for the Sheriff and Warlord legacies. A lot depends on exactly how gruelling the Nightmare experience is
I'm just throwing my random community in for maximum entertainment. Random 3 new survivors, brand new community, and see what happens. Even if everyone gets wiped out, it'll probably be entertaining to watch.
Respectfully disagree. For a realistic experience, you send in your best community. The point is can they survive? If some die, you recruit. This is what happens on the TWD. Sending in fodder troops is kind of wimping. If you don't think you have the skills, go into dread mode. If all you care about is how quick you can your Booms, then yes, your strategy is sound. But I just tell people if its all about the Booms, then just erase your current standard game and replay.
I for one am looking forward to nightmare mode - I know i will have to change my tactics and strategies. The question is will I be able to survive?
Well, if you want the hardest experience. You would send in 3 random community members and establish a forever base without the legacies. That would be the more nightmarish experience.
Some leaders of some communities would send the weaker troops first. Like Negan didn't confront Rick first. So either strategy is could work.
I agree i already aent my mains in with as much of a head start as i could. I already know they wont make it even with a head start 1 slip up and your done
@@@christopherwhitt5521 - played 4 hours yesterday and lost one person about 2 hours in trying to take down a plague heart. awesome!
Always go with a friend in a nightmare mode. Packs of ferals will not be very nice
xXxDEDEyExXx I recommend enlisting a member from an enclave instead of using one of your own. The ai in this game will cause you to lose a community member or two if you try to save them instead of running away from a terrible situation.
I'm thinking gunslinging is going to be pretty meta against ferals. You can set them on fire, too. Doesn't kill the but does hurt them and give you time to kill them while they try to put themselves out.
@@GitGudFox Red Talon Recruits get Warfighting with their shooting specialty. Press A on Xbox while aiming and you get snap aim.
@@GitGudFox also in the long run just like the later levels of Breakdown in the first game, I think avoidance when possible will become the new meta
Okay just lemme get this right. If I switch my community to the nightmare zone will my 12 community members be 3???
I haven't done it myself, but it should be like changing maps. Your whole community should come with you just like if you changed maps.
Slightly confused. I can use my standard legacy boons on another difficulty setting?
No, you have to unlock the legacies for every difficulty. It can unlock downwards as in Nightmare will unlock Dread and Standard, but it won't work in reverse.
Cars dont take nearly the damage. I havent played anything but standard but after 1.7 they had standard zone with nightmare car damage and it sucked. 1 horde run down and its smoking
I think it's a glitch.
great video, cheers
I'm just looking forward to the patches so my cars won't explode anymore.
Yeah there are still bugs from the launch of the game 1 year later.
Bro this happened to my upgraded ambulance outside Whitney Field twice. Thank God I wasn't in it lol
I don’t plan on using boons as I feel they take away from the survival aspect of the game. I’m currently making a lot of cuts as far as my community goes. I’m trying to find the perfect group of six survivors that can maintain a healthy community that can handle taking out multiple freaks at a time. I’m definitely using a farm lvl 3 and a good group of allied enclaves to keep me going.
The main freaks that I'm worried about are the ferals since juggs can be both more easily avoided or outran if necessary while ferals will be hard to shake without a vehicle.
Git Gud Fox I’m looking forward to the hordes of ferals. I was thinking shotguns paired with sharpshooter but realistically I’ll be using a light crossbow and a combat knife. Marathon will be how I separate the pack and regain my stamina then re engage. I’ve fought three ferals before and it was as terrifying as much as it was fun. It will take some time to figure it out how to survive the onslaught of speed and aggression.
I'm concerned about making noise. If you watch the devstream, some of the guns are making such loud noise that the soundwaves on the map nearly cover the entire visible minimap.
Git Gud Fox I noticed that and decided to throw out the shotgun tactic due to how much noise has been pushed to the forefront. I’m more of a crossbow guy anyway.
Starting with all 10 red talon soldiers on nightmare to cleanse all three towns of plague hearts
You're gonna have a ton of plague samples at the end of it.
@@GitGudFox already got plague cures built up since they running on 10 minutes
Is there a way to get red talon survivors early on through the base game?
As long as you can pay for them, you should be able to. You could also just send a community with RT soldiers into a higher difficulty.
I wonder if I’ll finally have a character die now, it’s the only achievement I don’t have
You and me both. If that does happen, it'll be a storied death, not just some random error or intentional sacrifice for an achievement.
I lost people only because I rushed into every fight trying to make the game a challenge. As is I can run a community from scratch all the way through a legacy in a single real life day.
Just have a character follow you and do a story mission. There dumb AI will get them killed like with the Mechanics questline
i was a bit confused so youre saying go in with a mega comunity or just fresh start random survivors?
oof lol i just saw the date of the video ;D
What about my forever community with sheriff and builder boon and my 9 daybreak badasses :( I don’t want to enter without my free power with those people and I can’t restart and lose all those maxed out badasses
I’m not opposed to entering those zones I just like having my lights on without the use of a outpost
@@ethanludwig9318 Don't send them in until you have unlocked all the boons.
@GitGunFox Yeah but if they are in a game with standard community boons and then I use your advice of starting a new “suicide squad” and then they unlock the two boons in nightmare that my forever community have been using in base game, then if I hop on with the forever community and move up to nightmare that my boons would work then?
@@ethanludwig9318 Yes, if you have the sames boon unlocked in nightmare mode that your standard mode community were using, then they will enter into the nightmare mode with those boons available.
Thanks for being on top of everything! Always looking forward to watching your videos
Hey ! I like my 'slightly harder' difficulty.
Can u keep all your loot in new mode?
It's just like changing maps, so yeah. The only things you worry about are if you have the legacies unlocked or not.
Im on day 197
I am not a fan if these harsh modes. But whoever's has asked for it should take up this challenge a d start their communities from scratch. When some one switches difficulty mode its should be like a new game. Otherwise, people will accumulate stuff, switch maps, complete those too and again complain it's very easy. Just my thoughts.
There were people who thought Breakdown 99 in SoD1 was still too easy, so who knows what people are capable of in SoD2? I doubt UL will add an even further difficulty unless they dramatically underestimated the playerbase.
If one C4 can one shot kill a plague heart on standard, I wonder how many C4 it would take to kill a Nightmare Plague Heart.
ed RODRIGUEZ I have been wondering that too, been stocking up on C4 just in case it takes two or 3.
A good question, stealth C4 demolition will be pretty badass in Nightmare.
Um legacies you got from standard mode cant be used in nightmare.
Lol anyone else watch his let's plays then goto the game like "ok im a vet now I know every trick in the game" hope on lethal one time and just get annihilated? No? Just me 🤣
Hop* not hope
Well, this is the analogy I'll use.
You could read every book in the world about drawing. You could listen to every lecture from every school about drawing.
You'd know a lot about art trivia, but you'd have no training or practical skill because knowledge doesn't train your hand to be steady, to have control, to be able to press the pencil lightly then heavily within the same pencil stroke.
Only hundreds of hours of regular physical practice can train the small muscles of the hand to learn the accuracy and steadiness needed.
@@GitGudFox true. I am currently training myself to get used to the combat on nightmare and I have my map set to nightmare and left the plague things on standard until I am better at dodging lmao. The jugs are my bane because I can't quite time the dodges right, like I'll dodge but still get hit cause I'm still to close I guess?
Swordplay's "leg sweep" slows armored zombies to a crawl...literally. Powerhouse' s "drop kick" for a quick feral removal. Nuf said.
The problems with ferals are going to appear when they show up in groups of 3 since they won't give you the time to complete the execution sequence on them.
Definitely an issue that will require some meditation. Possible increase in flash bang usage since they are not even needed in standard mode.
@@yukikodavila4907 If I can get a survivor with gunslinging, the autolock headshot is going to become a game changer I think.
Can I get a shoutout in the next video !!!!!!