Update history:Bloons Card Storm/Version 0.8.177: Difference between revisions

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Created page with "'''V:0.8.177''' is the second update to ''Bloons Card Storm'' and the second version of the Full Playable test. It introduced bug fixes and balance changes. ==Changes== ===Cards=== ====Monkey (BCS)s==== =====Dart Monkey (BCS)===== {{BCS changes |version=0.8.177 |name=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 b..."
 
testing module out
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===Cards===
===Cards===
====[[Monkey (BCS)|Monkey]]s====
====[[Monkey (BCS)|Monkey]]s====
=====[[Dart Monkey (BCS)|Dart Monkey]]=====
{{#invoke:BCS changes|main
{{BCS changes
|version=0.8.177
|version=0.8.177
|name=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.
|changes=
*{{buff|Cost reduced|1|0}}
}}


=====[[Spike-o-Pult (BCS)|Spike-o-Pult]]=====
|name 1  =Dart Monkey
{{BCS changes
|quote 1  =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.
|version=0.8.177
|changes 1=*{{buff|Cost reduced|1|0}}
|name=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.
|name =Spike-o-Pult
|changes=
|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.
|changes 2=
*{{buff|Cost reduced|5|4}}
*{{buff|Cost reduced|5|4}}
*{{buff|Attack Power increased|20|25}}
*{{buff|Attack Power increased|20|25}}
}}


=====[[Bionic Boomerang (BCS)|Bionic Boomerang]]=====
|name =Bionic Boomerang
{{BCS changes
|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.
|version=0.8.177
|changes 3=*{{nerf|Reload increased|1|2}}
|name=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.
|name 4  =Glaive Richochet
|changes=
|quote 4  =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.
*{{nerf|Reload increased|1|2}}
|changes 4=*{{nerf|Reload increased|1|2}}
}}
 
|name 5  =Mortar Monkey
|quote 5  =At 2 cost, Mortar Monkey is ever so slightly too efficient, and the random downside is not offsetting that enough to matter.
|changes 5=*{{nerf|Attack Power reduced|45|40}}


=====[[Glaive Richochet (BCS)|Glaive Richochet]]=====
|name =Burny Stuff Mortar
{{BCS changes
|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.
|version=0.8.177
|changes 6=*{{nerf|Attack Power reduced|50|40}}
|name=Glaive Richochet
|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.
|changes=
*{{nerf|Reload increased|1|2}}
}}


=====[[Wizard Monkey (BCS)|Wizard Monkey]]=====
|name =Crippling Sniper
{{BCS changes
|quote =Not seeing play beyond theory crafting yet, but the reload is way too long. Further buffs might come but not for this patch!
|version=0.8.177
|changes 7=*{{buff|Reload reduced|4|3}}
|name=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.
|changes=
*{{buff|Attack Power increased|15|25}}
}}


=====[[Mortar Monkey (BCS)|Mortar Monkey]]=====
|name 8=Wizard Monkey
{{BCS changes
|quote 8=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.
|version=0.8.177
|changes 8=*{{buff|Attack Power increased|15|25}}
|name=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.
|changes=
*{{nerf|Attack Power reduced|45|40}}
}}
}}


=====[[Burny Stuff Mortar]]=====
====[[Bloon (BCS)|Bloon]]s====
{{BCS changes
{{#invoke:BCS changes|main
|version=0.8.177
|version=8.8.177
|name=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.
|changes=
*{{nerf|Attack Power reduced|50|40}}
}}


=====[[Crippling Sniper]]=====
|name =Yellow Bloon
{{BCS changes
|quote =Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular.
|version=0.8.177
|changes 1=*{{nerf|Health reduced|145|140}}
|name=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!
|changes=
*{{buff|Reload reduced|4|3}}
}}


====[[Bloon (BCS)|Bloon]]====
|name 2  =Swarm 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 2  =Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular.
=====[[Double Green Bloon]]=====
|show quote 2=0
{{BCS changes
|changes 2=*{{nerf|Health reduced|120|115}}
|version=0.8.177
|name=Double Green Bloon
|changes=
*{{nerf|Health reduced|90|80}}
}}


=====[[Double Green Bloon]]=====
|name 3  =Double Green Bloon
{{BCS changes
|quote 3  =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.
|version=0.8.177
|changes 3=*{{nerf|Health reduced|90|80}}
|name=Double Yellow Bloon
|changes=
*{{nerf|Health reduced|140|110}}
}}


=====[[Double Ceramic Bloon]]=====
|name 4  =Double Yellow Bloon
{{BCS changes
|quote 4  =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.
|version=0.8.177
|show quote 4=0
|name=Double Ceramic Bloon
|changes 4=*{{nerf|Health reduced|140|110}}
|changes=
*{{nerf|Health reduced|250|220}}
}}


{{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!}}
|name 5  =Double Ceramic Bloon
|quote 5  =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.
|show quote 5=0
|changes 5=*{{nerf|Health reduced|250|220}}


=====[[MOAB (BCS)|MOAB]]=====
|name 6  =MOAB
{{BCS changes
|quote 6=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!
|version=0.8.177
|changes 6=
|name=MOAB
|changes=
*{{buff|Health increased|450|500}}
*{{buff|Health increased|450|500}}
*{{buff|Charges increased|1|2}}
*{{buff|Charges increased|1|2}}
}}


=====[[MOAB (BCS)|MOAB]]=====
|name 7  =BFB
{{BCS changes
|quote 7=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!
|version=0.8.177
|show quote 7=0
|name=BFB
|changes 7=
|changes=
*{{buff|Health increased|550|600}}
*{{buff|Health increased|550|600}}
*{{buff|Charges increased|1|2}}
*{{buff|Charges increased|1|2}}
}}
=====[[ZOMG (BCS)|ZOMG]]=====
{{BCS changes
|version=0.8.177
|name=ZOMG
|changes=
*{{buff|Health increased|700|800}}
}}
{{quote|Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular.}}


=====[[Yellow Bloon (BCS)|Yellow Bloon]]=====
|name 8  =ZOMG
{{BCS changes
|quote 8=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!
|version=0.8.177
|show quote 8=0
|name=Yellow Bloon
|changes 8=*{{buff|Health increased|700|800}}
|changes=
*{{nerf|Health reduced|145|140}}
}}
 
=====[[Swarm Yellow Bloon]]=====
{{BCS changes
|version=0.8.177
|name=Swarm Yellow Bloon
|changes=
*{{nerf|Health reduced|120|115}}
}}


=====[[Emboldened Bloon]]=====
|name =Emboldened Bloon
{{BCS changes
|quote 9=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!
|version=0.8.177
|changes 9=
|name=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!
|changes=
*{{buff|Cost reduced|10|8}}
*{{buff|Cost reduced|10|8}}
*{{buff|Health increased|200|300}}
*{{buff|Health increased|200|300}}
Line 163: Line 98:


====[[Power (BCS)|Power]]s====
====[[Power (BCS)|Power]]s====
=====[[Quick Ready]]=====
{{#invoke:BCS changes|main
{{BCS changes
|version=0.8.177
|version=0.8.177
|name=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!
|changes=
*{{nerf|Cost increased|4|6}}
}}


=====[[Ceasefire]]=====
|name 1  =Quick Ready
{{BCS changes
|quote 1 =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!
|version=0.8.177
|changes 1=*{{nerf|Cost increased|4|6}}
|name=Quick Ready
 
|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!
|name =Ceasefire
|changes=
|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!
*{{nerf|No longer increases the Reload of Monkeys without Ammo by 1|fix=y}}
|changes 2=*{{nerf|No longer increases the Reload of Monkeys without Ammo by 1|fix=y}}
}}
}}



Revision as of 22:25, 27 August 2024

V:0.8.177 is the second update to Bloons Card Storm and the second version of the Full Playable test. It introduced bug fixes and balance changes.

Changes

Cards

Dart Monkey

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.
— Version 0.8.177 update notes
  • Buff Cost reduced ― 1 → 0

Spike-o-Pult

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.
— Version 0.8.177 update notes
  • Buff Cost reduced ― 5 → 4
  • Buff Attack Power increased ― 20 → 25

Bionic Boomerang

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.
— Version 0.8.177 update notes
  • Nerf Reload increased ― 1 → 2

Glaive Richochet

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.
— Version 0.8.177 update notes
  • Nerf Reload increased ― 1 → 2

Mortar Monkey

At 2 cost, Mortar Monkey is ever so slightly too efficient, and the random downside is not offsetting that enough to matter.
— Version 0.8.177 update notes
  • Nerf Attack Power reduced ― 45 → 40

Burny Stuff Mortar

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.
— Version 0.8.177 update notes
  • Nerf Attack Power reduced ― 50 → 40

Crippling Sniper

Not seeing play beyond theory crafting yet, but the reload is way too long. Further buffs might come but not for this patch!
— Version 0.8.177 update notes
  • Buff Reload reduced ― 4 → 3

Wizard Monkey

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.
— Version 0.8.177 update notes
  • Buff Attack Power increased ― 15 → 25

Yellow Bloon

Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular.
— Version 8.8.177 update notes
  • Nerf Health reduced ― 145 → 140

Swarm Yellow Bloon

  • Nerf Health reduced ― 120 → 115

Double Green Bloon

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.
— Version 8.8.177 update notes
  • Nerf Health reduced ― 90 → 80

Double Yellow Bloon

  • Nerf Health reduced ― 140 → 110

Double Ceramic Bloon

  • Nerf Health reduced ― 250 → 220

MOAB

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!
— Version 8.8.177 update notes
  • Buff Health increased ― 450 → 500
  • Buff Charges increased ― 1 → 2

BFB

  • Buff Health increased ― 550 → 600
  • Buff Charges increased ― 1 → 2

ZOMG

  • Buff Health increased ― 700 → 800

Emboldened Bloon

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!
— Version 8.8.177 update notes
  • Buff Cost reduced ― 10 → 8
  • Buff Health increased ― 200 → 300
  • Buff Cost correctly reduces based on the number of active Bloons (bug fix)
  • Bloontonium correctly changes based on the cost when played (bug fix)
  • Nerf Delay reduced per turn reduced ― 5 → 1 (bug fix)

Quick Ready

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!
— Version 0.8.177 update notes
  • Nerf Cost increased ― 4 → 6

Ceasefire

[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!
— Version 0.8.177 update notes
  • Nerf No longer increases the Reload of Monkeys without Ammo by 1 (bug fix)
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.
— Update notes
  • Buff Passive Ability shield amount increased ― 10 → 20
  • Buff Passive Ability activates On Turn End instead of On Turn Start
  • Buff Active Ability now consistently deals 200 damage to On Fire Bloons (bug fix)