Eerie Lifeforce: Difference between revisions
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This card originally added 10 Health per Bloon in the graveyard, but it was increased to 20 health per Bloon before the update released due to feedback from community playtesters.<ref>{{cite|url=https://www.reddit.com/r/bloonscardstorm/comments/1o0u89a/60_testing_and_changes/|title=6.0 Testing and Changes|publisher=Reddit|retrieved=6 oct 2025}}</ref> The original amount was displayed in the update video.<ref>{{cite|url=https://www.youtube.com/watch?v=Jzww0shH4DI|title=Bloons Card Storm Update 6.0 - New Hero Ezili, New Cards, & more!|publisher=YouTube|retrieved=6 oct 2025}}</ref> | This card originally added 10 Health per Bloon in the graveyard, but it was increased to 20 health per Bloon before the update released due to feedback from community playtesters.<ref>{{cite|url=https://www.reddit.com/r/bloonscardstorm/comments/1o0u89a/60_testing_and_changes/|title=6.0 Testing and Changes|publisher=Reddit|retrieved=6 oct 2025}}</ref> The original amount was displayed in the update video.<ref>{{cite|url=https://www.youtube.com/watch?v=Jzww0shH4DI|title=Bloons Card Storm Update 6.0 - New Hero Ezili, New Cards, & more!|publisher=YouTube|retrieved=6 oct 2025}}</ref> | ||
Eerie Lifeforce had multiple aspects addressed during its testing in Version 6.2 playtests. The main issue was that | Eerie Lifeforce had multiple aspects addressed during its testing in Version 6.2 playtests. The main issue was that stun on friendly Bloons lasted effectively two turns, so it would take forever to the Bloon to attack. Instead, the stun was changed to a delay increase,<ref name="odyssey-6.2-video">{{cite|url=https://www.youtube.com/watch?v=oTs-Rj9TCVw|title=BCS 6.2 Tester Commentary|publisher=YouTube, Odyssey}}</ref> considered an overall buff<ref name="odyssey-6.2-reddit">{{cite|url=https://www.reddit.com/r/bloonscardstorm/comments/1pok1pk/62_beta_changes_that_didnt_make_it_into_the_game/|title=6.2 Beta Changes That Didn't Make It Into The Game (w/ tester notes)|publisher=Reddit, r/bloonscardstorm}}</ref> by community playtesters due to the effect being able to be used with [[Quick Ready]].<ref name="odyssey-6.2-video" /> This brought another development that community playtesters noted, which is that the Health gain was extremely powerful to the point that aggro would use Eerie Lifeforce on their own Bloons,<ref name="odyssey-6.2-video" /> and leaving it as is would make any archetype too strong as the scaling made any deck that ran even a decent amount of Bloons have a very strong win condition.<ref name="odyssey-6.2-video" /> Eerie Lifeforce was then nerfed from +20 -> +10 health per Bloon, which made it into the final game. | ||
==Gallery== | ==Gallery== | ||