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

these tables are a lot easier to read
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*[[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 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" />
**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" />
*[[Camo Lead Bloon]] The initial proposed buff by Ninja Kiwi was proposed to buff it from 150 to 170 Health,<ref name="noappearance1780-6.2" /> then changed to 220 Health by Ninja Kiwi,<ref name="odyssey-6.2-video" /> but was reduced to 200 Health by community testers.<ref name="noappearance1780-6.2" /> The health buff is reduced because it made Camo Lead Bloon too annoying to play against without specific anti-Camo tech.<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" />
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" />