Update history:Bloons Card Storm/Version 6.2: Difference between revisions

From Blooncyclopedia, the independent Bloons knowledge base
Jump to navigation Jump to search
Qwertyxp2000 (talk | contribs)
Qwertyxp2000 (talk | contribs)
Line 224: Line 224:
*{{change|Description added "[...] and Must-Pop"}}
*{{change|Description added "[...] and Must-Pop"}}
}}
}}
{{BCS changes|version=6.2|names=Bloon Amalgam|quote=Bloon Amalgam is '''LARGE''', and will behave as such.|changes 1=*{{buff|Now gains Must Pop}}
{{BCS changes|version=6.2|names=Bloon Amalgam|quote=Bloon Amalgam is '''LARGE''', and will behave as such.|changes 1 store=*{{buff|Now gains Must Pop}}
*{{neutral|Now will always count as a Large Bloon, because it has the Large Bloon class|fix=y}}|hide=true}}
*{{neutral|Now will always count as a Large Bloon, because it has the Large Bloon class|fix=y}}|changes 1=*{{buff|Bloon Amalagam now gains Must Pop}}
*{{neutral|Bloom Amalagam now always counts as a Large Bloon, because it has the Large Bloon class|fix=y}}
}}


====[[Red Bloon Storm]]====
====[[Red Bloon Storm]]====

Revision as of 00:53, 18 December 2025

Half Cash icon This section is incomplete. You can help out by expanding it.
The editor who added this notice elaborates: Add other balance change info
Version 6.2
Build №1885
Steam17 December 2025[1]

Version 6.2 is a minor update to Bloons Card Storm version 6.0. It adds balance changes to a variety of Bloons, Monkeys, and Powers, as well as bug fixes.

Changes

  • Buff Gold cost decreased ― 3 → 2
  • Nerf Bloontonium gain decreased ― 3 → 2
  • Nerf Health decreased ― 110 → 90
  • Buff Health increased ― 120 → 130
  • Buff Health increased ― 150 → 200
  • Buff Health increased ― 120 → 130
  • Buff Health increased ― 200 → 220
  • Buff Charges increased ― 1 → 2
  • Nerf Health decreased ― 350 → 330
  • Buff Gold cost decreased ― 3 → 2
  • Nerf Bloontonium gain decreased ― 3 → 2
  • Nerf Health decreased ― 90 → 80
  • Buff Health increased ― 300 → 350
  • Nerf Blooming Bloon's effects now changed ― Yellow Bloon → Swarm Yellow Bloon
  • Nerf Health reduced ― 150 → 120
  • Neutral Health gain trigger changed ― Opponent's Hero → Own Hero
  • Nerf Health gain decreased ― 30 → 20
  • Buff Health increased ― 250 → 275
  • Nerf Regrow heal decreased ― 50 → 45
  • Buff Gold cost reduced ― 8 → 7
  • Nerf Bloontonium gain reduced ― 8 → 7
  • Nerf Health bonus per Gold spent decreased ― +70 → +65
  • Buff Starting Shield increased ― 50 → 75
  • Buff Health increased ― 150 → 160
  • Buff Health increased ― 150 → 160
  • Buff Hero Health drain keyword changed ― On Turn Start → On Turn End
    • Note: Allows the Health drain to begin sooner
  • Buff On Play effect: now ignores Immobile Bloons
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.
— Update notes
  • Neutral Now retains Gold value after playing
    • Note: Overall buff versus human opponents, but a nerf versus computer opponents (which target the highest Gold Monkeys when using removals)
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.
— Update notes
  • Buff ATK increased ― 35 → 40
  • Neutral Now retains Gold value after playing
    • Note: Overall buff versus human opponents, but a nerf versus computer opponents (which target the highest Gold Monkeys when using removals)
  • Buff ATK increased ― 30 → 35
  • Buff ATK increased ― 40 → 55
  • Buff ATK increased ― 90 → 100
  • Buff Defender bonus increased ― +10 → +20
  • Buff On Play: Hero heal increased ― 50 → 75
  • Nerf Gold cost increased ― 3 → 5
  • Nerf No longer has an Ammo stat and gains keyword Can't Attack
    • Note: Attack is formerly 1 ammo, 1 delay, 20 ATK
  • Description changed ― Bloons can't attack on the turn they are summoned → Can't Attack. Bloons can't attack on the turn they are summoned
  • Nerf Gold cost increased ― 8 → 9

  • Shinobi no longer breaks the rules of Temporary and cannot reload itself.

[...]

  • Shinobi buff no longer requires a witness, and now applies even if the target Bloon was popped.
    — Update notes
  • Nerf ATK decreased ― 35 → 30
  • Nerf No longer reloads if its ammo was drained on the opponent's turn (bug fix)
  • Buff No longer fails to activate its On Attack effect if the attack pops a Bloon (bug fix)
  • Nerf Gold cost increased ― 4 → 6
  • Buff Ammo increased ― 3 → 4
  • Buff Gold cost decreased ― 3 → 2
  • Nerf Health buff to played Bloon decreased ― +25 → +20
  • Nerf ATK decreased ― 25 → 20
  • Buff Back hit damage increased ― 15 → 30
  • Buff ATK increased ― 40 → 50
  • Buff ATK increased ― 80 → 90
Shell Shock Mortar can now use Temporary Ammo even if it was reloading when it was given it, just fire away!
— Update notes
  • Buff Now can use Temporary Ammo even while it is reloading (bug fix)
Triple Shot can now hit Camo Bloons when they are the only target, just like every other monkey could.
— Update notes
  • Buff Now can target Camo Bloons if they're the only Bloons on screen (bug fix)
  • Nerf Gold cost increased ― 8 → 10
  • Buff Now deals 40 damage to target
  • Buff Can now target any Bloon instead of just targets with Camo, Regrow, and/or Armored
  • Nerf Gold cost increased ― 15 → 18
  • Buff Summoned Bloon now gains Must Pop
  • Description added "[...] and Must-Pop"
Bloon Amalgam is LARGE, and will behave as such.
— Update notes
  • Buff Bloon Amalagam now gains Must Pop
  • Neutral Bloom Amalagam now always counts as a Large Bloon, because it has the Large Bloon class (bug fix)
  • Buff Gold cost decreased ― 6 → 4
  • Neutral Additional debuff changed ― Stun → Increase delay by 1
  • Nerf Health bonus per Bloon in Graveyard reduced ― +20 → +10
  • Nerf Gold cost increased ― 3 → 5
  • Buff Damage increased ― 50 → 60
Salvation will now always trigger Orbs of Light, can’t be saving those Monkeys for nothing.
— Update notes
  • Buff When played, it will always trigger Orbs of Light under any condition (bug fix)
  • Nerf No longer gains and spends the Bloontonium to trigger Orbs of Light when conditions are met (undocumented) (bug fix)
  • Nerf Sentinel Bloon ability: Bloontonium cost increased ― 5 → 6
  • Buff Rise! ability: Bloontonium cost decreased ― 8 → 6
  • Nerf Rise! ability: Damage decreased ― 30 → 25
  • Buff Nature's Shield passive: Shield gain increased ― 10 → 15

Other changes

Soulstealer no longer steals its own soul (gains too many buffs) when Double Trouble’d.
— Update notes
  • Nerf Double Trouble no longer causes Soulstealer Bloon to regain its original health buff (bug fix)
Fixed an issue with Quincy’s passive ability being counted as triggered even when it wasn’t.
— Update notes
  • Neutral Quincy's Perceptive Shot passive now more consistently counts as "triggered" (bug fix)
Amelia’s Adventure decks no longer have stray “Undead” Bloons in them. They’re Zombie Bloons, it’s different.. Right?
— Update notes
  • Neutral Undead Bloons and Undead MOABs no longer appear in Amelia's Adventure, now being replaced by their respective successors (bug fix)
  • Buff Amelia's Prologue achievement can now be earned again (bug fix)
Hex of Power and Archer’s Instinct 2nd charge can now be played when you have 8 cards in hand. 8 - 1 + 1 = 8 :)
— Update notes
  • Buff Archer's Instinct and Hex of Power can now be played when they're at one charge left
Bloons no longer have the benefit of cover from acid pools on the same space, and can be selected as easily as any Bloon again.
— Update notes
  • Fixed Bloons being harder to select when an Acid Pool is placed below it (bug fix)
Season 7 Avatar should now be awarded correctly.
— Update notes
  • Now correctly awards the Season 7 Avatar (bug fix)
  • Fixed a common crash that accounts for "about 80% of crashes occurring in 6.1".

Development

Half Cash icon This section is incomplete. You can help out by expanding it.
The editor who added this notice elaborates: 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:[2][3][4]

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.[5]

Notes

  • Ninja Kiwi mentions that there are still "some remaining elusive crashes" that they'll "keep investigating".
  • Ninja Kiwi stated in their Version 6.2 patch notes that a lot of balance changes were done with the help of the community testing team:

This is a massive balance pass we worked on in conjunction with the community testing team!

Several rounds of testing, long discussions and even a few crazy ideas helped put this list together!

References