Bloons Card Storm Full Playable test: Difference between revisions
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====[[Crossbow Monkey]]==== | ====[[Crossbow Monkey]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 144 | |||
|name=Crossbow Monkey | |name=Crossbow Monkey | ||
|changes= | |changes= | ||
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====[[Boomerang (BCS)|Boomerang]]==== | ====[[Boomerang (BCS)|Boomerang]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 144 | |||
|name=Boomerang | |name=Boomerang | ||
|changes= | |changes= | ||
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====[[Sniper Monkey (BCS)|Sniper Monkey]]==== | ====[[Sniper Monkey (BCS)|Sniper Monkey]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 144 | |||
|name=Sniper Monkey | |name=Sniper Monkey | ||
|changes= | |changes= | ||
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====[[Super Monkey (BCS)|Super Monkey]]==== | ====[[Super Monkey (BCS)|Super Monkey]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 144 | |||
|name=Super Monkey | |name=Super Monkey | ||
|changes= | |changes= | ||
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==== [[Sharp Shooter (BCS)|Sharp Shooter]] ==== | ==== [[Sharp Shooter (BCS)|Sharp Shooter]] ==== | ||
{{BCS changes|names=Sharp Shooter|changes=*{{nerf|Added the Unique keyword|undoc=y}}}} | {{BCS changes | ||
|version=0.8 | |||
|version note=build 144 | |||
|names=Sharp Shooter|changes=*{{nerf|Added the Unique keyword|undoc=y}}}} | |||
====[[Banana Farm (BCS)|Banana Farm]]==== | ====[[Banana Farm (BCS)|Banana Farm]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 144 | |||
|name=Banana Farm | |name=Banana Farm | ||
|changes= | |changes= | ||
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====[[Golden Bloon (BCS)|Golden Bloon]]==== | ====[[Golden Bloon (BCS)|Golden Bloon]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 144 | |||
|name=Golden Bloon | |name=Golden Bloon | ||
|changes= | |changes= | ||
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====[[Rainbow Bloon (BCS)|Rainbow Bloon]]==== | ====[[Rainbow Bloon (BCS)|Rainbow Bloon]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 144 | |||
|name=Rainbow Bloon | |name=Rainbow Bloon | ||
|changes= | |changes= | ||
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====[[Quick Ready]]==== | ====[[Quick Ready]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 144 | |||
|name=Quick Ready | |name=Quick Ready | ||
|changes= | |changes= | ||
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====[[Map (BCS)#Dark Castle|Dark Castle]]==== | ====[[Map (BCS)#Dark Castle|Dark Castle]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 144 | |||
|name=Dark Castle | |name=Dark Castle | ||
|changes= | |changes= | ||
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====[[Map (BCS)#High Finance|High Finance]]==== | ====[[Map (BCS)#High Finance|High Finance]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 144 | |||
|name=High Finance | |name=High Finance | ||
|changes= | |changes= | ||
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====[[Dart Monkey (BCS)|Dart Monkey]]==== | ====[[Dart Monkey (BCS)|Dart Monkey]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Dart Monkey | |names =Dart Monkey | ||
|quote =Dart Monkey is in a tricky spot because of limited monkey spots and deck slots there are almost always better options. Making it cost 0 to play will hopefully encourage it being added to some decks as an early defense. | |quote =Dart Monkey is in a tricky spot because of limited monkey spots and deck slots there are almost always better options. Making it cost 0 to play will hopefully encourage it being added to some decks as an early defense. | ||
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====[[Spike-o-Pult (BCS)|Spike-o-Pult]]==== | ====[[Spike-o-Pult (BCS)|Spike-o-Pult]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Spike-o-Pult | |names =Spike-o-Pult | ||
|quote =We love the potential of Spike, especially in Dart Monkey combo decks, but at 5 cost it’s just too difficult to get into play and start ramping its’ AP. | |quote =We love the potential of Spike, especially in Dart Monkey combo decks, but at 5 cost it’s just too difficult to get into play and start ramping its’ AP. | ||
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====[[Bionic Boomerang (BCS)|Bionic Boomerang]]==== | ====[[Bionic Boomerang (BCS)|Bionic Boomerang]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Bionic Boomerang | |names =Bionic Boomerang | ||
|quote =Boomer was actually designed as Reload 2 but Reload 1 somehow slipped into the Full Playable test. 80 DPT with 160 on play was always going to be too strong for 6 gold, so we’ve reverted it to the intended Reload 2. Still should be a strong pick for that initial burst. | |quote =Boomer was actually designed as Reload 2 but Reload 1 somehow slipped into the Full Playable test. 80 DPT with 160 on play was always going to be too strong for 6 gold, so we’ve reverted it to the intended Reload 2. Still should be a strong pick for that initial burst. | ||
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====[[Glaive Ricochet (BCS)|Glaive Richochet]]==== | ====[[Glaive Ricochet (BCS)|Glaive Richochet]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Glaive Ricochet | |names =Glaive Ricochet | ||
|quote =Ricochet is an Ultra Rare and as such should be an impactful card, but it’s a little too powerful at the moment and easy to use. Switching reload to 2 will mean you’ll want to time your glaive bursts more. | |quote =Ricochet is an Ultra Rare and as such should be an impactful card, but it’s a little too powerful at the moment and easy to use. Switching reload to 2 will mean you’ll want to time your glaive bursts more. | ||
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====[[Crippling Sniper]]==== | ====[[Crippling Sniper]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Crippling Sniper | |names =Crippling Sniper | ||
|quote =Not seeing play beyond theory crafting yet, but the reload is way too long. Further buffs might come but not for this patch! | |quote =Not seeing play beyond theory crafting yet, but the reload is way too long. Further buffs might come but not for this patch! | ||
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====[[Burny Stuff Mortar]]==== | ====[[Burny Stuff Mortar]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Burny Stuff Mortar | |names =Burny Stuff Mortar | ||
|quote =The value of setting things on fire wasn’t properly being considered with Burny Stuff, and the sheer efficiency of 80 damage per turn + possible ongoing damage is a little too much for 4 cost. We considered playing with the reload time here but didn’t want to try anything too drastic at this point. Even at 40 AP this will still represent great value. | |quote =The value of setting things on fire wasn’t properly being considered with Burny Stuff, and the sheer efficiency of 80 damage per turn + possible ongoing damage is a little too much for 4 cost. We considered playing with the reload time here but didn’t want to try anything too drastic at this point. Even at 40 AP this will still represent great value. | ||
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====[[Mortar Monkey (BCS)|Mortar Monkey]]==== | ====[[Mortar Monkey (BCS)|Mortar Monkey]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Mortar Monkey | |names =Mortar Monkey | ||
|quote =At 2 cost, Mortar Monkey is ever so slightly too efficient, and the random downside is not offsetting that enough to matter. | |quote =At 2 cost, Mortar Monkey is ever so slightly too efficient, and the random downside is not offsetting that enough to matter. | ||
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====[[Wizard Monkey (BCS)|Wizard Monkey]]==== | ====[[Wizard Monkey (BCS)|Wizard Monkey]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Wizard Monkey | |names =Wizard Monkey | ||
|quote =Much like Spike, there’s potential with the Wizard but it scales too slowly. Starting it out slightly higher so it doesn’t take as many turns to feel strong. | |quote =Much like Spike, there’s potential with the Wizard but it scales too slowly. Starting it out slightly higher so it doesn’t take as many turns to feel strong. | ||
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====[[Yellow Bloon (BCS)|Yellow Bloon]]==== | ====[[Yellow Bloon (BCS)|Yellow Bloon]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Yellow Bloon | |names =Yellow Bloon | ||
|quote =Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular. | |quote =Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular. | ||
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====[[Swarm Yellow Bloon]]==== | ====[[Swarm Yellow Bloon]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Swarm Yellow Bloon | |names =Swarm Yellow Bloon | ||
|quote =Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular. | |quote =Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular. | ||
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====[[Double Yellow Bloon]]==== | ====[[Double Yellow Bloon]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Double Yellow Bloon | |names =Double Yellow Bloon | ||
|quote =These Bloons are just too efficient for their costs and delays, so reducing their health slightly. Double yellow gets a slightly higher nerf because of its’ 1 delay. | |quote =These Bloons are just too efficient for their costs and delays, so reducing their health slightly. Double yellow gets a slightly higher nerf because of its’ 1 delay. | ||
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====[[Double Green Bloon]]==== | ====[[Double Green Bloon]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Double Green Bloon | |names =Double Green Bloon | ||
|quote =These Bloons are just too efficient for their costs and delays, so reducing their health slightly. | |quote =These Bloons are just too efficient for their costs and delays, so reducing their health slightly. | ||
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====[[Double Ceramic Bloon]]==== | ====[[Double Ceramic Bloon]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Double Ceramic Bloon | |names =Double Ceramic Bloon | ||
|quote =These Bloons are just too efficient for their costs and delays, so reducing their health slightly. | |quote =These Bloons are just too efficient for their costs and delays, so reducing their health slightly. | ||
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====[[MOAB (BCS)|MOAB]]==== | ====[[MOAB (BCS)|MOAB]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =MOAB | |names =MOAB | ||
|quote =Ooh spicy! Large Bloons in general are under-utilized and not strong enough to warrant space in your deck at the moment. Beefing them up a little while also giving the MOAB and BFB staying power by adding a charge to each. ZOMG stays at 1 charge but gets a larger health bump. This is a BIG Bloon. This will also affect the Storm Bloons so watch out! | |quote =Ooh spicy! Large Bloons in general are under-utilized and not strong enough to warrant space in your deck at the moment. Beefing them up a little while also giving the MOAB and BFB staying power by adding a charge to each. ZOMG stays at 1 charge but gets a larger health bump. This is a BIG Bloon. This will also affect the Storm Bloons so watch out! | ||
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====[[BFB (BCS)|BFB]]==== | ====[[BFB (BCS)|BFB]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =BFB | |names =BFB | ||
|quote =Ooh spicy! Large Bloons in general are under-utilized and not strong enough to warrant space in your deck at the moment. Beefing them up a little while also giving the MOAB and BFB staying power by adding a charge to each. . . . This will also affect the Storm Bloons so watch out! | |quote =Ooh spicy! Large Bloons in general are under-utilized and not strong enough to warrant space in your deck at the moment. Beefing them up a little while also giving the MOAB and BFB staying power by adding a charge to each. . . . This will also affect the Storm Bloons so watch out! | ||
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====[[ZOMG (BCS)|ZOMG]]==== | ====[[ZOMG (BCS)|ZOMG]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =ZOMG | |names =ZOMG | ||
|quote =Ooh spicy! Large Bloons in general are under-utilized and not strong enough to warrant space in your deck at the moment. Beefing them up a little while also giving the MOAB and BFB staying power by adding a charge to each. ZOMG stays at 1 charge but gets a larger health bump. This is a BIG Bloon. This will also affect the Storm Bloons so watch out! | |quote =Ooh spicy! Large Bloons in general are under-utilized and not strong enough to warrant space in your deck at the moment. Beefing them up a little while also giving the MOAB and BFB staying power by adding a charge to each. ZOMG stays at 1 charge but gets a larger health bump. This is a BIG Bloon. This will also affect the Storm Bloons so watch out! | ||
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====[[Emboldened Bloon]]==== | ====[[Emboldened Bloon]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Emboldened Bloon | |names =Emboldened Bloon | ||
|quote =Another card that wasn’t working as designed. So we’ve fixed the bugs (hopefully!) but the design itself on second look wasn’t particularly strong (without the bugs), so we’ve reduced the cost further and increased the health, but kept delay at 3. The idea is this is a strong threat that you can add to your swarm decks, but it’s a looming threat more than instant damage. At best it’s 600 damage on the board for 3 gold which is pretty decent! | |quote =Another card that wasn’t working as designed. So we’ve fixed the bugs (hopefully!) but the design itself on second look wasn’t particularly strong (without the bugs), so we’ve reduced the cost further and increased the health, but kept delay at 3. The idea is this is a strong threat that you can add to your swarm decks, but it’s a looming threat more than instant damage. At best it’s 600 damage on the board for 3 gold which is pretty decent! | ||
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====[[Quick Ready]]==== | ====[[Quick Ready]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Quick Ready | |names =Quick Ready | ||
|quote =Surprise damage is a core part of any card game and Quick Ready is an important part of this. We’ve seen tons of great suggestions about other designs for this card, and some of those match with ideas we’ve had for cards in the future, but we feel the basic idea of “reduce delay by 1” still has a place in the launch set. At cost 6, it’s now on a par with Hastening Bloon, but gives you guaranteed targeting in exchange for the body you get with Hastening. No changes to Hastening just yet but we’ve seen some fun ideas around it as well! | |quote =Surprise damage is a core part of any card game and Quick Ready is an important part of this. We’ve seen tons of great suggestions about other designs for this card, and some of those match with ideas we’ve had for cards in the future, but we feel the basic idea of “reduce delay by 1” still has a place in the launch set. At cost 6, it’s now on a par with Hastening Bloon, but gives you guaranteed targeting in exchange for the body you get with Hastening. No changes to Hastening just yet but we’ve seen some fun ideas around it as well! | ||
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====[[Ceasefire]]==== | ====[[Ceasefire]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Ceasefire | |names =Ceasefire | ||
|quote =[T]his was a bug, as ceasefire and whoops should be functionally identical. Having it add one to reloads is definitely an interesting option and something we’ll no doubt explore in future cards! | |quote =[T]his was a bug, as ceasefire and whoops should be functionally identical. Having it add one to reloads is definitely an interesting option and something we’ll no doubt explore in future cards! | ||
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====[[Obyn Greenfoot (BCS)|Obyn Greenfoot]]==== | ====[[Obyn Greenfoot (BCS)|Obyn Greenfoot]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Obyn Greenfoot | |names =Obyn Greenfoot | ||
|quote =The shield isn’t impactful enough at the moment and having to wait an entire turn to get any value out of it also doesn’t feel good. Shifting it to be immediate and bumping up the value should make it much more meaningful in longer games. | |quote =The shield isn’t impactful enough at the moment and having to wait an entire turn to get any value out of it also doesn’t feel good. Shifting it to be immediate and bumping up the value should make it much more meaningful in longer games. | ||
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====[[Gwendolin (BCS)|Gwendolin]]==== | ====[[Gwendolin (BCS)|Gwendolin]]==== | ||
{{BCS changes | {{BCS changes | ||
|version=0.8 | |version=0.8 | ||
|version note=build 177 | |||
|names =Gwendolin | |names =Gwendolin | ||
|changes= | |changes= | ||