Update history:Bloons Card Storm/Version 6.2: Difference between revisions
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{{BCS update info | {{BCS update info | ||
|version=6.2 | |version=6.2 | ||
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{{BCS changes|version=6.2|names=Hastening Bloon|changes 1=*{{buff|On Play effect: now ignores Immobile Bloons}}}} | {{BCS changes|version=6.2|names=Hastening Bloon|changes 1=*{{buff|On Play effect: now ignores Immobile Bloons}}}} | ||
===[[Monkey (BCS)|Monkey]]=== | ===[[Monkey (BCS)|Monkey]]s=== | ||
====[[Extra-Super Monkey]]==== | ====[[Extra-Super Monkey]]==== | ||
{{BCS changes|version=6.2|names=Extra-Super Monkey|quote=Monkeys with Per Gold Spent abilities ('''Even More Tacks''' and '''Extra Super Monkey''') now retain their gold value after being played, this improves their synergy with multiple game mechanics related to cost.|changes 1= | {{BCS changes|version=6.2|names=Extra-Super Monkey|quote=Monkeys with Per Gold Spent abilities ('''Even More Tacks''' and '''Extra Super Monkey''') now retain their gold value after being played, this improves their synergy with multiple game mechanics related to cost.|changes 1= | ||
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}} | }} | ||
===[[Power (BCS)|Power]]=== | ===[[Power (BCS)|Power]]s=== | ||
====[[Heartstopper]]==== | ====[[Heartstopper]]==== | ||
{{BCS changes|version=6.2|names=Heartstopper|changes 1= | {{BCS changes|version=6.2|names=Heartstopper|changes 1= | ||
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==Development== | ==Development== | ||
{{incomplete|Fill the development section akin to how v6.0 page does it, and add commentary of it (recommend that the comm testers themselves do this section)}} | {{incomplete|Fill the development section akin to how v6.0 page does it, and add commentary of it (recommend that the comm testers themselves do this section)}} | ||
Multiple community testers of ''Bloons Card Storm'' for Version 6.2 have shared results of the tests for the update. A complete list of changes during development of version 6.0 were released by community testers who worked on the update behind the scenes:<ref name="smartpersan-6.2">https://www.reddit.com/r/bloonscardstorm/comments/1pok1pk/62_beta_changes_that_didnt_make_it_into_the_game/</ref><ref name="noappearance1780-6.2">https://www.reddit.com/r/bloonscardstorm/comments/1pok2de/bcs_62_development_changes/</ref><ref name=" | Multiple community testers of ''Bloons Card Storm'' for Version 6.2 have shared results of the tests for the update. A complete list of changes during development of version 6.0 were released by community testers who worked on the update behind the scenes:<ref name="smartpersan-6.2">{{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|author=u/SmartPersan}}</ref><ref name="noappearance1780-6.2">{{cite|url=https://www.reddit.com/r/bloonscardstorm/comments/1pok2de/bcs_62_development_changes/|title=BCS 6.2 Development Changes|publisher=Reddit, r/bloonscardstorm|author=u/No-Apperance1780}}</ref><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> | ||
Some community playtesters noted that aggro vs control is an important balance change consideration; although aggro was deemed overpowered by average players, nerfs to control cards that doubled as anti-aggro were prioritized more than nerfing aggro in general.<ref name=" | *[[Camo Blue Bloon]] and [[Camo Green Bloon]]: While initially proposed to have the Health of Camo Blue increased from 110 to 130, Ninja Kiwi stated that they didn't want Camo Blues to have equal or more Health than Camo Greens, so instead the Camo Blue was reworked to cost less but have less Health.<ref name="odyssey-6.2-video" /> Camo Green initially had its Health increased to 140, but reduced to 130 after playtesters were unsatisfied with its balance.<ref name="odyssey-6.2-video" /> | ||
Some community playtesters noted that aggro vs control is an important balance change consideration; although aggro was deemed overpowered by average players, nerfs to control cards that doubled as anti-aggro were prioritized more than nerfing aggro in general.<ref name="smartpersan-6.2" /> | |||
==Notes== | ==Notes== | ||