|
|
| Line 8: |
Line 8: |
| }} | | }} |
| {{TOC|right|clear=y}} | | {{TOC|right|clear=y}} |
| '''Version 6.4''' is a minor update to [[Bloons Card Storm|''Bloons Card Storm'']] [[Update history:Bloons Card Storm/Version 6.0|version 6.0]], the first community-only update to ''Bloons Card Storm'' of 2026. It adds a variety of community-made balance changes that were approved by [[Ninja Kiwi]]. | | '''Version 6.4''' is a minor update to [[Bloons Card Storm|''Bloons Card Storm'']], being the first community-only update to ''Bloons Card Storm'' of 2026. It adds a variety of community-made balance changes that were approved by [[Ninja Kiwi]]. |
| | |
| | |
|
| |
|
| ==Changes== | | ==Changes== |
Latest revision as of 23:34, 28 September 2026
Version 6.4
| Build № | 1922 |
|---|
| Steam | 27 August 2026[1] |
Version 6.4 is a minor update to Bloons Card Storm, being the first community-only update to Bloons Card Storm of 2026. It adds a variety of community-made balance changes that were approved by Ninja Kiwi.
- All Adventures are now free
“
Armor Powered Bloon mainly got buffs from the amount of armored cards that got buffed, but it did get a buff in its own right. It got its health increased from 80 to 100 to make it slightly more survivable if you only have a couple armored cards and you need to play Armor Powered Bloon early.
— u/No-Appearance1780's commentary, 15:35–15:48 (with most disfluencies removed)”
“
Aura of Strength Bloon has had its health increased from 100 to 120, making it a little better to survive and making it a little easier to buff other things. [...] This Bloon has generally been outclassed by Strengthenator, even since its launch but now they have the same stats, and now Aura of Strength Bloon at least has a bit better of a chance of surviving against the enemy's attacks.
— u/No-Appearance1780's commentary, 8:19–8:38 (with most disfluencies removed)”
“
A +30 health buff is a pretty big one, but this Bloon is so slow to the point where it doesn't really matter all that much, but it is much more consistent now and is more threatening if you don't deal with it, so hopefully this can make Bloontonium Gas Bloon see use on a couple Heroes.
— u/No-Appearance1780's commentary, 8:44–8:57 (with most disfluencies removed)”
“
All of these Bloons had +10 health. [...] All of the Blues got buffed by +10 because every single Blue was pretty weak. They were just slow and you actually had to pay money for them, which made them a lot worse than Red in practically every situation, so all of them got +10 health to make them a little bit more viable. Specifically for Camo Blue, it's a pretty big deal. Camo Blue at 100 makes it a lot stronger, and it makes it stronger than something like a Green, so you have more of a potential reward if it hits.
Double Red, Double Blue, Double Green, and Double Ceramic all got buffed. Because the Doubles are just so weak in terms of health, and they didn't even do more damage than their counterparts. Like, Double Red at 40 health dealt less damage than [...] just a normal Green. Of course, you're supposed to use the health buffers to make it do more damage, but the fact that double Bloons did less damage was always kind of strange. [...] And then Double Ceramic is now 230, which definitely helps with its viability in general, because for a long time Double Ceramic has just kind of been worse Double Yellow. Specifically for infinite Storm spawns during tournaments, that matters quite a lot because Double Ceramic comes in waves of four every single wave. Having them be a little stronger closes out games quicker.
Camo Green is also a little stronger. Camo Green, initially, we did not put at 140 because we tested out 140 last balance update, and we thought 'maybe it's a bit too strong', but after looking at Camo Green's viability post-6.2, it doesn't seem to be doing quite the hottest. So, it's now 140, making it stronger than a Yellow. Lead is 150, which makes it generally easier to do higher damage and makes it survive a little bit better. White is now 110, so that it can kind of compete against Black a little more, since Black has generally outclassed it. And Golden Bloon now has +10 health so it has 80 health. Doesn't really change that many interactions for Golden Bloon specifically, but what it does do is make it a little bit more resilient and makes it survive maybe one more hit and get you one more Gold.
— u/No-Appearance1780's commentary, 1:22–3:41 (with most disfluencies removed)”
“
Buddy Bloon has had its health increased from 75 to 100 to make it a little more tanky to have the effect last for longer.
— u/No-Appearance1780's commentary, 12:07–12:12 (with most disfluencies removed)”
“
Although the whole idea behind Camo Regrow Ceramic versus Rainbow was that one had it two charges and the other had one charge but stronger stats, the stats of Camo Regrow Rainbow Ceramic would just never really make it worth it. So, now a delay reduction is in effect to basically make it a lot easier to immediately pressure your opponent with this Bloon compared to Camo Regrow Rainbow which, although cheaper, and although still pretty good, it's a lot slower, heals a little less, and has a bit less health. Now Camo Regrow Ceramic Bloon now has more of a competition against Camo Regrow Rainbow.
— u/No-Appearance1780's commentary, 21:03–21:35 (with most disfluencies removed)”
“
Camo Regrow Rainbow Bloon was again just still too expensive. Its cost has been decreased from 7 to 6 to not do anything to
Camo Regrow Rainbow Rush of Death, while also making the card itself a little easier to run. Its low cost now makes it a lot easier for tempo to run this as a kind of sticky "can't really deal with this" kind of Bloon, so I'd encourage trying it with other Camo Bloons,
[sic] like Golden Blimp, Soulstealer, BFB, and the new ZOMG.
— u/No-Appearance1780's commentary, 20:33–20:57 (with most disfluencies removed)”
“
Ceramic as its own card has been bad for a very long time. Its stats were just a little bit too low to ever really justify running in a deck, and this health increase should hopefully make the card itself a little bit better. Now, as a consequence, the
Storm is a little stronger now, but many monkeys have been buffed to try and deal with the Storm as well.
— u/No-Appearance1780's commentary, 15:56–16:12 (with most disfluencies removed)”
“
Clever Lead has had its Clever Armor bonus increased from 10 to 20. This makes it generally a little more resilient; it lets it survive things like Alchemist puddles, taking no damage. Generally reduces chip damage from some higher damage stuff. [...] If it's buffed, it makes it better against stronger targets. Makes Clever Lead a little easier to actually take advantage of the huge amount of Armor it has now because, now, with the Clever bonus it has 30 Armor instead of 20, which is quite a lot.
— u/No-Appearance1780's commentary, 4:15–4:43 (with most disfluencies removed)”
“
Damaged MOAB has a little bit less health lost on play, which basically makes it just a bit stronger; 375 instead of 350. Generally, Damaged MOAB was not a horrible card beforehand, but it just was a little underwhelming compared to the other options early, so Damaged MOAB has had a little bit more health to make it a bit more attractive to use for those early tempo decks.
— u/No-Appearance1780's commentary, 12:15–12:34 (with most disfluencies removed)”
| Card
|
Changes
|
| Damaged MOAB
|
On Play: Self-inflicted damage decreased ― 150 → 125 - Note: Starting health effectively increased from 350 to 375
|
“
Makes DDT a little bit better at surviving chip damage, Defenders, and other like that [...] that generally kind of wore it down before it hit the opponent.
— u/No-Appearance1780's commentary, 27:28–27:36 (with most disfluencies removed)”
| Card
|
Changes
|
| DDT
|
Armor increased ― 20 → 25
|
“
This makes it last on the field for longer, so you can use its effect more, and its increased health makes it a little bit more hard to pop. This Bloon generally is a little bit hard to 'fix' entirely because its effect is random, but the amount of health and delay that it has will hopefully make it a little bit better by allowing it to sit on the field for longer and proc its effect a little more.
— u/No-Appearance1780's commentary, 12:43–13:02 (with most disfluencies removed)”
| Card
|
Changes
|
| Defense Prep Bloon
|
Health increased ― 100 → 130
Delay increased ― 3 → 4 - Note: Increases the rounds it can last for the reload effect, but makes it slower to hit the Hero
|
“
This generally makes Discount fulfill a new role; that role being a swarm Ceramic. [...] Its huge health pool now allows the cost to really matter; with its old stats, even if you got a pretty low Discount Bloon cost, it still wasn't really that strong because 120 on two was just a pretty bad stat line all around, so even in those low costs, it really didn't matter all that much. 220, though, is a much better stat line. Although you're paying more initially for it, it also has a lot more of an actual effect on the game immediately when you play it, and it doesn't take that long to become pretty solid. At 5 cost, you're getting a slightly weaker Ceramic, but at 4 or less, you're getting a
[sic] actually pretty good deal. Not to mention that these are a lot more tanky against stuff like
Super Monkey Storm, which you can use stuff like
Prince of Darkness,
Maelstrom, all that kind of stuff that generally helps Discount work better as an actual tempo tool instead of being this kind of weird gimmicky thing. Its gimmick's still intact, by the way, you still can discount other Discounts in your hand by [...] playing a Discount Bloon, which makes drawing multiple Discounts an incredibly powerful play that can overwhelm your opponents very easily if you get that. Discount Bloon is an incredibly fun Bloon with this rework and I highly encourage you to put in some tempo decks and try it out.
— u/No-Appearance1780's commentary, 17:23–17:40 (with most disfluencies removed)”
| Card
|
Changes
|
| Discount Bloon
|
Gold cost decreased ― 5 → 7
Bloontonium gain increased ― 5 → 7
Health increased ― 120 → 220
|
“
There are two Lead Bloons on this because it's a double Lead, so why not double the armor? And a health boost to also help with that. This generally makes Double Lead a lot easier to actually hit and deal damage with, and it makes it less of the laughingstock out of the doubles.
— u/No-Appearance1780's commentary, 17:49–18:03 (with most disfluencies removed)”
| Card
|
Changes
|
| Double Lead Bloon
|
Health increased ― 130 → 140
Armor increased ― 10 → 20
|
“
Draining Bloon's health has been increased from 200 to 220 to make the reward for hitting it generally a little better.
— u/No-Appearance1780's commentary, 18:05–18:10 (with most disfluencies removed)”
“
[...] 3 cost Extra Shot Bloon on its own is not a big problem, but with 2 charges, it becomes an incredibly strong defensive Bloon that can take out pretty much anything. Think about it like this: an Extra Shot Bloon is pretty much 90 damage for Sniper, or Super, that kind of thing. You use Night Vision, it's [...] with the better stats 110, which is a lot, and Extra Shot Bloon making you more Bloontonium, in its own right, is kind of a benefit. At 5 cost 2 charges, this became a Bloon that Zee Jay in particular liked to use quite a lot. Adora would use it on occasion, Ezili might use it, Striker Jones uses it sometimes, Obyn uses it. It's a Bloon with a lot more flexibility because it is a bit of offensive pressure with its quick delay and decent amount of health, but it also is a good defensive card because it immediately helps you defend while also building you a lot of Bloontonium [...] which makes Extra Shot a much more viable and interesting supportive Bloon than what it was before.
— u/No-Appearance1780's commentary, 9:42–10:48 (with most disfluencies removed)”
| Card
|
Changes
|
| Extra Shot Bloon
|
Gold cost increased ― 3 → 5
Bloontonium generation increased ― 3 → 5
Charges increased ― 1 → 2
|
“
Extractor Bloon, although it wants to scale, had just such high delay that it really was [...] basically a non-threat. With a lower delay, Extractor Bloon is a little easier to extract out of your enemy's Bloons and then actually [...] get off a decent Extractor, instead of an Extractor that does nothing because they could afford one extra turn. So, it's a little bit easier to use now, and it is generally a bit more threatening.
— u/No-Appearance1780's commentary, 13:08–13:31 (with most disfluencies removed)”
“
I'm so sorry for breaking the consistency where 90 health is a Fortified Red Bloon, but this Bloon was just a little too weak. Its low health made it really easy to pop in one turn and this just makes it [...] a bit better to survive. Makes it able to take advantage of its huge regrow a little more. So, thanks, Fortified Camo Regrow Red Bloon.
[sic] Fun interaction, by the way, is that it doesn't die to Ninja anymore, but it does die to Night Vision Sniper [...]
— u/No-Appearance1780's commentary, 9:04–9:28 (with most disfluencies removed)”
“
Growth Gas Bloon, although a decent card for Quincy specifically, really suffered from being incredibly slow for no real reason. Now, at 3 delay, it's a lot less easy to ignore a Growth Gas Bloon if it has health still remaining on it [...] while not really hurting the interactions with Quincy where he would use Growth Gas to buff up his own stuff. You still have enough time to do that. It's just not so slow it'll never hit the opponent.
— u/No-Appearance1780's commentary, 18:15–18:40 (with most disfluencies removed)”
“
The reason why the delay reduction happened is because it makes running multiple Hastenings in a deck easier. A thing that would happen with Hastening is if you ran multiple, you'd have to play one and then, if you wanted to play another one, you'd have to wait two turns before you could actually do that because there would be a chance that the Hastening could hit the 1-delay Hastening Bloon. Now, with 1 delay, it means that you can play a Hastening Bloon, [...] pass one turn, and then it's on zero delay, meaning that your second Hastening can no longer hit that Hastening Bloon. Just makes it overall a little easier to use Hastening alongside itself. It makes it less of a chore to run multiple copies of Hastening.
— u/No-Appearance1780's commentary, 19:23–19:59 (with most disfluencies removed)”
| Card
|
Changes
|
| Hastening Bloon
|
Health decreased ― 150 → 120
Delay decreased ― 2 → 1
|
“
The high amount of armor was annoying for casual players, but the low amount of health was really bad for competitive players, so this rework aims to card a lot less annoying but a little stronger by having [...] a huge health increase offset by the decreased amount of armor. Now, it's a lot easier to chip this thing down for casual players, and it's a lot harder to actually ignore this thing for competitive players due to it having a much more significant amount of health if ignored.
— u/No-Appearance1780's commentary, 18:49–19:13 (with most disfluencies removed)”
“
As you saw earlier, Nested Blue also got a +10 health boost, so now we're at +30 for Nested Green pretty much. And it's just an overall nice buff that makes Nested Green just a bit more threatening and a bit more of an actual tank. Now a Nested Green has 200 health [...] just in general, so it's a little bit better for Camo tanking.
— u/No-Appearance1780's commentary, 6:34–6:59 (with most disfluencies removed)”
| Card
|
Changes
|
| Nested Green
|
Health increased ― 80 → 100 - Note: Total Health pool increased from 170 to 200 due to the buff to Nested Blue
|
“
Again, all the Nesteds have had their health increased, which makes Nested Yellow a much stronger tank for Camo Bloons.
— u/No-Appearance1780's commentary, 13:38–13:43 (with most disfluencies removed)”
| Card
|
Changes
|
| Nested Yellow
|
Health increased ― 120 → 140 - Note: Total Health pool increased from 290 to 340 due to buffs to Nested Blue and Nested Green
|
“
Rainbow Bloon is a fun Bloon, being a pretty high cost 3-delay Bloon, but it just a little too low health. 40 extra health on both charges should make it a little easier to hit the opponent and to make them generally a little bit more pressured overall.
— u/No-Appearance1780's commentary, 24:37–24:49 (with most disfluencies removed)”
“
This is a big shield buff, and you might be wondering why RAPID even needed the buff. RAPID was a really good Bloon if it could get its effect off; its effect is incredibly powerful for 4. The issue is that this Bloon was not terribly strong, and moreso it was such a massive threat that your opponent would immediately hard-target it [...] 150 health/50 shield was 200 health beforehand. [...] With this buff, it's now 220, which makes it a little bit easier to survive a couple things it couldn't before; can survive things like two Sniper shots and a Dart Monkey, and more importantly [...] it can survive Bionic Boomerang, which allows RAPID to be a little bit more tanky and survive more stuff, generally letting it get a proc or two off before it dies a little easier now, which helps because this Bloon often would just die without doing anything beforehand.
— u/No-Appearance1780's commentary, 13:49–14:45 (with most disfluencies removed)”
| Card
|
Changes
|
| RAPID
|
Starting Shield amount increased ― 50 → 70
|
“
Although we buffed its health in the past, we've come to realize that Regrow Yellow Bloon is a lot better [...] if it's just like one big Bloon, and that's mainly because Regrow doesn't really work as well with lower-health Bloons. Regrow Yellow now has a much bigger health pool to take advantage of, and it's a lot harder to kill it in one turn. It generally is also a lot more threatening if you let it sit there and leak because instead of 30, it's going all the way to 160. This change actually turned out quite strong in testing, it was initially 130 to 170, but the problem is 170 is actually way too good. It basically became a
Volatile Bloon with no downside, so we reduced the health to 160 in testing to make it a little easier to survive, and Regrow Yellow still felt like a very strong and good card, so I'd recommend trying it out in aggro decks when you get this in your hands.
— u/No-Appearance1780's commentary, 10:57–11:47 (with most disfluencies removed)”
“
This is an overall pretty massive buff to Setup. Before, Setup really did not get that much value. Even hitting just a 2-charge Bloon didn't get you value because you would save 2, but you would also spend 2. Nowadays, if you use Discount Bloon
[sic] and hit a 2-charge Bloon, you'll get [...] minus 1 cost overall on the thing. On swarm Bloons, it's a much bigger discount; before, [...] if you hit a 3-charge Bloon with Setup, you would [...] save 3 for 2, but with this new rework, you would spend 3 to save 6, which is a much bigger discount. Setup is generally kind of like
For My Next Trick in that department, but it's a little bit more liable, can be used by any Hero, and it generally is pretty dang good with some Bloons. I'd recommend trying it out with stuff like Swarm Yellows or the new Discount Bloon [...]
— u/No-Appearance1780's commentary, 7:17–8:17 (with most disfluencies removed)”
| Card
|
Changes
|
| Setup Bloon
|
Gold cost increased ― 2 → 3
Bloontonium gain increased ― 2 → 3
On Leak: Discount increased ― 1 → 2
|
“
The shield gain is just to make it slightly better and the health increase is just to make it a little bit more tanky. It's still probably not that good.
— u/No-Appearance1780's commentary, 14:52–14:58 (with most disfluencies removed)”
| Card
|
Changes
|
| Shield Gas Bloon
|
Health increased ― 160 → 190
On Damaged: Shield bonus to random Bloon increased ― +30 → +35
|
“
This effectively means that, in total, it gets [...] one less soul stealing, I guess. This Bloon was incredibly powerful with a type of deck called 'high roller' where you would try and get stuff like
Economy Drains to get your opponent to have basically no money, steal their Bloons with a Soulstealer Bloon or steal your own Soulstealer Bloon, and then use this huge Bloon to convert and then kill them off of it. Because it was really strong at that and was probably overall the best blimp in the game, Soulstealer Bloon has had its health slightly decreased to make it a little bit harder to get to as insane of values as it had.
— u/No-Appearance1780's commentary, 24:57–25:30 (with most disfluencies removed)”
“
The effect is pretty strong if you can proc it, but the only issue is that it just had such low health that it was really non-threatening with the 2 delay. Now it's a little bit easier to get a bit more value out of Stun Gas Bloon.
— u/No-Appearance1780's commentary, 11:54–12:04 (with most disfluencies removed)”
“
Swarm Green Bloon got +5, making it generally better in aggro and especially in Ezili, who tends to like running swarm Bloons more than anything.
— u/No-Appearance1780's commentary, 7:01–7:07 (with most disfluencies removed)”
“
Taunting Bloon beforehand was a frankly awful Bloon. It had low, low stats, it had a higher delay than most Bloons, and it also costed 2. The only thing about it that was good was its Must Pop, and even then, it really didn't matter all that much. But now, with the extra health and reduced delay, it can potentially be a little bit better at doing both of those things, but it still might be a little bit too weak to properly see use, but little better now.
— u/No-Appearance1780's commentary, 4:50–5:18 (with most disfluencies removed)”
| Card
|
Changes
|
| Taunting Bloon
|
Health increased ― 20 → 40
Delay decreased ― 2 → 1
|
“
Now, the reason why this matters so much, and the reason why we buffed Eternal at all, is because Eternal has been scaling so slow. The thing about Eternal is On Leak, sure, it got that +60, which is lower than it was before the nerf, but the big thing about Eternal is that if you popped it, it got +30, which was just nothing. It was just such a low amount of health. If you kept popping Eternal, it could pretty much never scale. There was no way that it would scale to a point where your opponent actually had to really worry about it before [...] the game's already over by the time it's even in a somewhat threatening state. And even then, that's not accounting for the fact that
Return to Sender gets rid of it,
Bloon Master Alchemist gets rid of it. [...] It's such a difficult card to pull off, and the +30 was especially bad, so its scaling has been increased to +60 on both On Pop and On Leak to potentially make it a little less of a chore to scale. The issues with Eternal go far past the actual scaling part of it, though, so this is a nice buff for it. Hopefully, it'll see a little bit more use.
— u/No-Appearance1780's commentary, 5:23–6:29 (with most disfluencies removed)”
| Card
|
Changes
|
| The Eternal
|
On Pop: Health bonus increased ― +30 → +60
- Merged "On Leak" with "On Pop" to make "On Destroyed"
|
“
Although the effect is annoying, its low amount of health made this thing not really that easy to actually get any value out of. And, although its effect, again, is annoying, it really wasn't that strong of an effect to warrant such a low amount of stats, especially compared to MOAB [...] which is the same cost as it, but also has a second charge, and had over 200 health higher than it. Now it only has 100 more health, making Weakening Gas maybe a little bit better to see use on its own.
— u/No-Appearance1780's commentary, 20:04–20:31 (with most disfluencies removed)”
“
The thing about Zebra Bloon is that 8 cost is a huge buff for it in terms of Bloontonium gain and the basic structure of it being a really good support Bloon for control. Control loves having high Bloontonium generation / high card draw cards that make huge value in one deck slot. You might be saying, 'Well, why does it have to be 8 cost for this? Seven cost means it's even cheaper, and cheaper is better, right?' Well, not really with Zebra. The thing about these cards is that, because they're so expensive already, 7 is not cheap by any means for a card like this. Seven is still expensive for a card like Zebra. The higher cost doesn't really matter as much in comparison to what 8 Bloontonium actually gives you.
8 Bloontonium gives you stuff like Obyn's shield in one Bloon. 8 Bloontonium gives you stuff like Mountain Obyn Dire Wolves, with two Black Bloons or two Extra Shot Bloons, for a clean 18. That also applies to Gwen. Two Zebra Bloons at 8 give you a sacrifice with Adora without having to run another card that actually gives you Bloontonium [...] All these Bloontonium interactions are very powerful and make Zebra Bloon even better, even though on paper, this looks like a really harsh and flat nerf. It was so good, in fact, that in testing, this did not get the health decrease at first, but it would just completely outclass every single other card draw option in the entire game for these lategame Heroes. There was pretty much no reason to run Black Bloon, or White Bloon, or any other card draw when you could just run Zebra for all the Bloontonium you'd ever need with its incredible card draw, so its health was reduced from 180 to 150 to make it less good at pressuring the opponent.
Now, Black Bloons, although they draw a little less hard and they don't give you as much Bloontonium, they still pressure the opponent more than something like Zebra does with its 150 health, and if you've played this game since launch, Zebra's stats actually mirror the exact same stats they had at launch, which is kind of a funny coincidence. If
— u/No-Appearance1780's commentary, 21:54–24:02 (with most disfluencies removed)”
| Card
|
Changes
|
| Zebra Bloon
|
Gold cost increased ― 7 → 8
Bloontonium gain increased ― 7 → 8
Health decreased ― 180 → 150
|
“
The thing about Zombie Blue is that it was a one-charge Bloon that just didn't really do much in a deck compared to something like Undead Army, and now it does a little more in comparison to Undead Army because unlike Undead, it does not brick your hand as hard if you don't want to play a bunch of Zombie Blues. Undead Army is a bit tricky to play sometimes because clogging your board with four Zombie Blues when you have stronger things in your hand can sometimes be bad, and Zombie Blue is now potentially a way to get around that by just having two charges in your hand instead of four.
— u/No-Appearance1780's commentary, 3:43–4:13 (with most disfluencies removed)”
“
Zombie Rainbow Bloon was just a really slow,
[sic] and having a slow Bloon in a zombie deck, although it makes sense, it isn't exactly the greatest against a matchup like aggro, where you want to kill them as fast as possible. With this new 5 cost, it means that Zombie Rainbow Bloon can hit the opponent much faster, and specifically on Ezili, 5 cost means that playing this Bloon will immediately get you to Totem without needing to play any other Bloon, making it generally a lot more effective in zombie decks.
— u/No-Appearance1780's commentary, 15:07–15:32 (with most disfluencies removed)”
| Card
|
Changes
|
| Zombie Rainbow Bloon
|
Gold cost increased ― 4 → 5
Bloontonium gain increased ― 4 → 5
Delay decreased ― 5 → 4
|
“
This is a significant cost reduction, but ZOMG has been outclassed by a lot of things recently, mainly
Lead Zeppelin,
Soulstealer Bloon,
Golden Blimp,
BFB. Those kind of Bloons always just kind of outclass ZOMG, especially because it was a 1-charge pretty expensive Bloon, and ZOMG because of that has had its cost reduced from 10 to 8. Although a second charge maybe could've been considered with a health nerf, this would've affected the Storm pretty significantly, and more importantly, ZOMG at an 8-cost is a much more unique Bloon. [...] Sure, it's still like 5 delay, right? But with this lower cost and huge statline, it means that ZOMG is one of the most efficient options in the game for getting stats on the board as soon as you can. 8 cost makes it usually have more health than something like Soulstealer and significantly more health than something like BFB or Golden Blimp, while making it a little cheaper to use. ZOMG overall is a pretty good card now and it's pretty strong in tempo.
— u/No-Appearance1780's commentary, 26:27–27:22 (with most disfluencies removed)”
| Card
|
Changes
|
| ZOMG
|
Gold cost decreased ― 10 → 8
Bloontonium gain decreased ― 10 → 8
|
“
All these monkeys have gotten +5 damage changes. Dart Monkey is a little bit better at defending early. Distraction is a bit better at defending. Missile Launcher is a bit better. Wizard scales a little bit better now that it has 30 ATK. Miner just had such low damage to where it was very rare to ever actually want to run a little mini Miner instead of anything else. Elite Defender just did a little bit too little damage, so now it can defend stuff easier, doing 220 damage in burst instead of 200. Sharp Shooter now has a bit better damage [...] making it a little bit more of a competitive choice versus something like Super Monkey. Extra Range Tack Shooter now has some pretty cool new interactions: with no Zero Gold, it now pops a Green in one Defender round, and with Zero Gold, it all the way pops a Yellow now, which is pretty dang good for anti-aggro. And then AMD got a little bit of a damage buff just to make it a little bit more better to use.
— u/No-Appearance1780's commentary, 27:46–28:40 (with most disfluencies removed)”
“
Quincy Action Figure has been a staple in OTK and even in stuff like tempo decks has been incredibly strong due to its ability to make you a ton of money instantly, and it was just such a powerful effect for 2 that it felt like a cost increase was a bit necessary to make sure that Quincy Action Figure wasn't too easy to get down and then immediately replace on every turn without spending basically any money at all.
— u/No-Appearance1780's commentary, 31:22–31:44 (with most disfluencies removed)”
| Card
|
Changes
|
| Quincy Action Figure
|
Gold cost increased ― 2 → 3
No longer has 1 ammo internally (bug fix)- Note: Enables Ghost Monkey to remove it
|
“
This generally makes it a little easier to pop Bloons and a little easier to scale while also improving it in Ezili.
— u/No-Appearance1780's commentary, 37:00–37:04 (with most disfluencies removed)”
“
Banana Plantation has its cost reduced from 3 to 2. A thing with this patch is that we could not do reworks as much as we wanted to, so Banana Plantation instead of getting a major rework has had just its cost decreased to make it a little bit better in earlier aggro decks. In testing, it still felt kind of weak but it didn't feel awful anymore, and Banana Plantation could potentially see use versus aggro decks that want a lot of card draw and giving you a lot of money.
— u/No-Appearance1780's commentary, 32:16-32:48 (with most disfluencies removed)”
“
Berserker Brew has its damage increased from 30 to 40 to make it a bit less of a liability after you've already thrown it on the field. This one doesn't matter a ton, but hey, for you Boss players out there, this one might be nice.
— u/No-Appearance1780's commentary, 40:07-40:19 (with most disfluencies removed)”
“
Bionic Boomerang has had its damage decreased from 55 to 50. Although this is a pretty good tower for aggro, the thing about Bionic Boomerang that pushed it over the edge was how good of its burst damage it was to the point where you could use it in pretty much every deck for any thing. 220 burst for 6 was just an insane amount of burst damage that made it really easy to run in whatever deck in whatever archetype, because even in super late-game situations it would still be incredibly useful, and although that's still the case, 200 burst is a lot easier of a health to manage than 220, which was just that little bit extra that made Bionic Boomerang a little too much.
— u/No-Appearance1780's commentary, 39:28-40:05 (with most disfluencies removed)”
| Card
|
Changes
|
| Bloon Impact
|
Gold cost decreased ― 9 → 8
No longer reloads after being affected by all sources of ammo removal cards (i.e. Whoops and Ceasefire), and will retain 0 ammo (bug fix)
|
| Card
|
Changes
|
| Ceramic Glazing Kiln
|
Ammo decreased ― 5 → 4
Health bonus per Ammo decreased ― +20 → +25
|
| Card
|
Changes
|
| Crossbow Monkey
|
Ammo increased ― 2 → 3
ATK decreased ― 50 → 35
|
| Card
|
Changes
|
| Dark Champion
|
Bonus ATK to all Defenders is now always active, instead of only at the end of the player's turn
|
| Card
|
Changes
|
| Druid
|
On Play: Hero Heal increased ― 75 → 100
|
“
I know casuals don't really use this guy and may not understand why this guy is so strong, but holy shit this guy is powerful in terms of competitive play and has completely dominated the game at 5 cost. He's pretty much in every single deck that wants to deal with any sort of OTK or Control, and its effect over the game is insanely dominant for a tower that doesn't cost that much. Compared to cards like Corvus Academy of Arts, his cost was just so low and yet such a much stronger effect. His effect arguably was stronger than Corvus Academy of Arts, and he was like WAY cheaper. So his cost has been increased from 5 to 7 to make him a little bit more difficult to use and maybe encourage people to run stuff like Corvus Academy of Arts a little bit more.
— u/No-Appearance1780's commentary, 37:41-??:?? (with most disfluencies removed)”
| Card
|
Changes
|
| Druid of Peace
|
Gold cost increased ― 5 → 7
No longer has 1 internal ammo (bug fix)- Note: Enables Ghost Monkey to remove it
|
“
Fireball Wizard has its damage increased from 100 to 120. Fireball Wizard's targeting is just so bad and so limited to the point where Fireball needs to have pretty dang high damage to really justify its usage, considering that, again, some of its damage is also spread out over turns because it's fire damage. And now it has 120 damage and now deals a solid 90 damage per turn to any Bloon that it sets on fire that is over 1 delay, making Fireball Wizard a very strong option early if your opponent is playing very few Bloons.
— u/No-Appearance1780's commentary, 40:20-40:54 (with most disfluencies removed)”
| Card
|
Changes
|
| Radar Scanner Village
|
Gold cost increased ― 5 → 7
Bonus ATK increased ― +10 → +35
No longer has 1 internal ammo (bug fix)- Note: Enables Ghost Monkey to remove it
|
| Card
|
Changes
|
| Super Monkey Fan Club
|
ATK increased ― 30 → 35
During Player's Turn: Dart Monkey ATK bonus increased ― +10 → +15
|
| Card
|
Changes
|
| Tack Shooter
|
Defender bonus increased ― +10 → +15
|
| Card
|
Changes
|
| Thunder Druid
|
ATK increased ― 25 → 100
Reload increased ― 2 → 3
|
|
This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Quotes to be added
|
| Card
|
Changes
|
| Bloon Melter
|
Opponent damage increased ― 20 → 30
|
| Card
|
Changes
|
| Bloon Strike
|
Opponent damage increased ― 50 → 60
|
| Card
|
Changes
|
| Bombs Away
|
Gold cost decreased ― 7 → 5
|
| Card
|
Changes
|
| Fright Night
|
Gold steal decreased ― 4 → 2
Bloontonium cost decreased ― 9 → 8
|
“
Ghostly Armor's Armor bonus has been increased from 40 to 45 to give it an even better amount of Armor in one turn to allow it to block more damage than something like
Spike Storm! could. However, because it has one charge, Spike Storm! still has the ability to outclass this thing by doing 60 damage instead of decreasing the damage taken by 45. Just makes Ghostly Armor a little bit more of a viable option when using it for anti-Aggro.
— u/No-Appearance1780's commentary, 49:52-50:15 (with most disfluencies removed)”
| Card
|
Changes
|
| Howl
|
Gold cost decreased ― 4 → 2
|
| Card
|
Changes
|
| Lead Casing
|
Gold cost decreased ― 6 → 5
Armor bonus increased ― +20 → +25
|
|
This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Add description change
|
| Card
|
Changes
|
| Max Heal
|
Now can also target Large Bloons
Heal increased ― 100 → 120
|
| Card
|
Changes
|
| Rapid Shot
|
Gold cost increased ― 3 → 4
Damage per shot increased ― 40 → 45
Maximum numbers of shots per card increased ― 5 → 7 - Note: Total max damage with a single card increases from 200 to 315
|
“
Red Bloon Apopalypse has had its cost increased from 8 to 9. The thing about Red Bloon Apopalypse is not only did it block Storm spawns, making you a lot better at making it WAY easier to survive, it not only blocked enemies from playing Bloons, which, again, made it way easier for you to survive, but with
Eerie Lifeforce's recent buff, Red Bloon Apopalypse also gave you 8 Red Bloons to put into your graveyard pool immediately, helping you scale that thing up to kill your opponent with. Because of all these strengths and how Red Bloon Apopalypse is very commonly used in Control, it got a bit of a price nerf to make it a little harder to afford Red Bloon Apopalypses and afford to block your opponents as much.
— u/No-Appearance1780's commentary, 59:22-1:00:00 (with most disfluencies removed)”
| Card
|
Changes
|
| Salvation
|
Gold cost decreased ― 3 → 2
|
| Card
|
Changes
|
| Quincy
|
Perceptive Shot: Damage increased ― 10 → 15
Flurry of Arrows: Damage increased ― 50 → 60
|
|
This section is empty. You can help out by adding to it. The editor who added this notice elaborates: Move to the card sections later for card-specific changes
|
Development for Version 6.4 was done behind the scenes using similar approaches to version 6.2, with a group of testers of the game providing feedback to changes and letting Ninja Kiwi review the proposals and test results.
Being the first community-only update supervised by Ninja Kiwi, many of the balance changes were proposed by the community. While not all balance changes were able to be done, due to needing to rework a card, most of the balance changes were added. OdysseyTOS (also known as u/No-Appearance1780 on Reddit) has created a tester commentary about the project.[2]
The following proposals were modified due to the inability to do a total rework:[2]
- Wall of Fire Monkey: A different rework to the On Fire effect from On Play to On Turn End was proposed but rejected.
- Energy Overload: Reworks were proposed previously to change the condition to target only Bloons with full health, but ended up only being a small Gold cost reduction to make the inflexible anti-Shield niche more useful.
- Banana Plantation: Proposed a different rework.
The following proposals were fully removed from the release:[2][3]
- Monkey Village: ATK bonus +20 -> +25. Previously, the Village was a "playable offmeta card" at its original ATK value of +20,[3] with its strength being overlooked by a majority of players seeing so many buffs to other options.[3] Playtesting the Village buff caused control decks to become too strong, in addition to other ATK and/or Ammo buffs giving Village an already powerful usage for those decks[2] and the new Village potentially making those other cards "completely obsolete".[3]
- The Eternal: Was bugged to have a double On Leak effect (i.e. On Leak 60 HP -> 120 HP) on top of the buff to the On Pop effect. It was fixed to not work before launch. It was fixed to avoid resurging an "awful" type of "eternal meta" for one single update.[3]
- Zebra Bloon: Initially kept the HP bonus, but was reverted back to the pre-buffed state to make the alternative supporting Bloon and drawing Bloon options more viable again.[3]
- Fright Night: Originally proposed to 7 Bloontonium cost, but bumped to a lower reduction of 8 to limit edge cases with unfair Player 1 vs 2 dynamics when playing with and without Bloontonium Refinery (i.e. Player 2 on Turn 3 without it, Player 1 on Turn 2 with it, which always gained the upper hand for either player).[3]
- Wall of Fire Monkey: Originally +20 Defender, but increased to the released +30 because "it still sucked".[3]
- Accident at the Lab: Initially reduced to 5, but increased to 6 to avoid unfair edge cases regarding Player 1 vs 2 dynamic, but at 6 it was enough to consistently play Accident at the Lab on Round 3 (assuming enough Gold in Bloons to make exactly the amount needed).[3]
- ULTRA Rare Power and In Our Darkest Hour...: Originally supposed to be just ULTRA Rare Power getting a Gold cost reduction from 3 to 2, but was changed to let In Our Darkest Hour gain the Gold cost reduction instead, while ULTRA Rare Power instead gained an extra charge, to fulfill more distinct niches instead of overlapping very similar roles.[3]
- Regrow Yellow Bloon: Originally 170 HP for only 1 charge, reduced health to 160 HP to not give such a high statline that makes fully popping it almost impossible[3] compared to the rivalling Volatile Bloon without its Aggro deck downside.[2]
- Ninja Kiwi has stated that the game would still be ready for future updates from version 6.4, though they specified that the release of any further updates was "not certain".
- The official update notes erroneously spell Defense Prep Bloon as "Defence Prep Bloon".
|
This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Need all tester commentaries
|