Update history:Bloons Card Storm/Version 0.8.177: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
fixed cargo thing |
||
| Line 3: | Line 3: | ||
==Changes== | ==Changes== | ||
===[[Monkey (BCS)|Monkey]]s=== | ===[[Monkey (BCS)|Monkey]]s=== | ||
{{ | ====[[Dart Monkey (BCS)|Dart Monkey]]==== | ||
{{BCS changes | |||
|version=0.8.177 | |version=0.8.177 | ||
|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. | |||
|changes=*{{buff|Cost reduced|1|0}} | |||
}} | |||
| | ====[[Spike-o-Pult (BCS)|Spike-o-Pult]]==== | ||
{{BCS changes | |||
|version=0.8.177 | |||
|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 | |changes= | ||
|changes | |||
*{{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]]==== | ||
|quote | {{BCS changes | ||
|changes | |version=0.8.177 | ||
|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. | |||
|changes=*{{nerf|Reload increased|1|2}} | |||
}} | |||
| | ====[[Glaive Ricochet (BCS)|Glaive Richochet]]==== | ||
|quote | {{BCS changes | ||
|changes | |version=0.8.177 | ||
|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. | |||
|changes=*{{nerf|Reload increased|1|2}} | |||
}} | |||
| | ====[[Crippling Sniper]]==== | ||
|quote | {{BCS changes | ||
|changes | |version=0.8.177 | ||
|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! | |||
|changes=*{{buff|Reload reduced|4|3}} | |||
}} | |||
| | ====[[Burny Stuff Mortar]]==== | ||
|quote | {{BCS changes | ||
|changes | |version=0.8.177 | ||
|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. | |||
|changes=*{{nerf|Attack Power reduced|50|40}} | |||
}} | |||
| | ====[[Mortar Monkey (BCS)|Mortar Monkey]]==== | ||
|quote | {{BCS changes | ||
|changes | |version=0.8.177 | ||
|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. | |||
|changes=*{{nerf|Attack Power reduced|45|40}} | |||
}} | |||
| | ====[[Wizard Monkey (BCS)|Wizard Monkey]]==== | ||
|quote | {{BCS changes | ||
|changes | |version=0.8.177 | ||
|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. | |||
|changes=*{{buff|Attack Power increased|15|25}} | |||
}} | }} | ||
===[[Bloon (BCS)|Bloon]]s=== | ===[[Bloon (BCS)|Bloon]]s=== | ||
{{ | ====[[Yellow Bloon (BCS)|Yellow Bloon]]==== | ||
{{BCS changes | |||
|version=0.8.177 | |version=0.8.177 | ||
|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. | |||
|changes=*{{nerf|Health reduced|145|140}} | |||
}} | |||
| | ====[[Swarm Yellow Bloon]]==== | ||
|quote | {{BCS changes | ||
|changes | |version=0.8.177 | ||
|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. | |||
|show quote=0 | |||
|changes=*{{nerf|Health reduced|120|115}} | |||
}} | |||
| | ====[[Double Yellow Bloon]]==== | ||
|quote | {{BCS changes | ||
|version=0.8.177 | |||
|changes | |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. | |||
|changes=*{{nerf|Health reduced|140|110}} | |||
}} | |||
| | ====[[Double Green Bloon]]==== | ||
|quote | {{BCS changes | ||
|changes | |version=0.8.177 | ||
|names =Double Green Bloon | |||
|quote =These Bloons are just too efficient for their costs and delays, so reducing their health slightly. | |||
|show quote=0 | |||
|changes=*{{nerf|Health reduced|90|80}} | |||
}} | |||
| | ====[[Double Ceramic Bloon]]==== | ||
|quote | {{BCS changes | ||
|show quote | |version=0.8.177 | ||
|changes | |names =Double Ceramic Bloon | ||
|quote =These Bloons are just too efficient for their costs and delays, so reducing their health slightly. | |||
|show quote=0 | |||
|changes=*{{nerf|Health reduced|250|220}} | |||
}} | |||
| | ====[[MOAB (BCS)|MOAB]]==== | ||
{{BCS changes | |||
|version=0.8.177 | |||
|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! | |||
| | |changes= | ||
|quote | |||
|changes | |||
*{{buff|Health increased|450|500}} | *{{buff|Health increased|450|500}} | ||
*{{buff|Charges increased|1|2}} | *{{buff|Charges increased|1|2}} | ||
}} | |||
| | ====[[BFB (BCS)|BFB]]==== | ||
|quote | {{BCS changes | ||
|show quote | |version=0.8.177 | ||
|changes | |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! | |||
|show quote=0 | |||
|changes= | |||
*{{buff|Health increased|550|600}} | *{{buff|Health increased|550|600}} | ||
*{{buff|Charges increased|1|2}} | *{{buff|Charges increased|1|2}} | ||
}} | |||
| | ====[[ZOMG (BCS)|ZOMG]]==== | ||
|quote | {{BCS changes | ||
|show quote | |version=0.8.177 | ||
|changes | |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! | |||
|show quote=0 | |||
|changes=*{{buff|Health increased|700|800}} | |||
}} | |||
| | ====[[Emboldened Bloon]]==== | ||
|quote | {{BCS changes | ||
|changes | |version=0.8.177 | ||
|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! | |||
|changes= | |||
*{{buff|Cost reduced|10|8}} | *{{buff|Cost reduced|10|8}} | ||
*{{buff|Health increased|200|300}} | *{{buff|Health increased|200|300}} | ||
| Line 97: | Line 157: | ||
===[[Power (BCS)|Power]]s=== | ===[[Power (BCS)|Power]]s=== | ||
{{ | ====[[Quick Ready]]==== | ||
{{BCS changes | |||
|version=0.8.177 | |version=0.8.177 | ||
|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! | |||
|changes=*{{nerf|Cost increased|4|6}} | |||
}} | |||
====[[Ceasefire]]==== | |||
| | {{BCS changes | ||
| | |version=0.8.177 | ||
|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 | |changes=*{{nerf|No longer increases the Reload of Monkeys without Ammo by 1|fix=y}} | ||
|changes | |||
}} | }} | ||
===[[Hero (BCS)|Hero]]es=== | ===[[Hero (BCS)|Hero]]es=== | ||
{{ | ====[[Obyn Greenfoot (BCS)|Obyn Greenfoot]]==== | ||
{{BCS changes | |||
|version=0.8.177 | |version=0.8.177 | ||
|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 | |changes= | ||
|changes | |||
*{{buff|Passive Ability shield amount increased|10|20}} | *{{buff|Passive Ability shield amount increased|10|20}} | ||
*{{buff|Passive Ability activates On Turn End instead of On Turn Start}} | *{{buff|Passive Ability activates On Turn End instead of On Turn Start}} | ||
}} | |||
| | ====[[Gwendolin (BCS)|Gwendolin]]==== | ||
|changes | {{BCS changes | ||
|version=0.8.177 | |||
|names =Gwendolin | |||
|changes= | |||
*{{buff|Active Ability now consistently deals 200 damage to On Fire Bloons|fix=y}} | *{{buff|Active Ability now consistently deals 200 damage to On Fire Bloons|fix=y}} | ||
}} | }} | ||
Revision as of 07:04, 30 October 2024
V:0.8 build 177 is the second update to Bloons Card Storm and the second version of the Full Playable test, released on 27 August 2024.[1] It introduced bug fixes and balance changes.
Changes
“
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.
— Update notes
— Update notes
”
Cost reduced ― 1 → 0
“
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.
— Update notes
— Update notes
”
Cost reduced ― 5 → 4
Attack Power increased ― 20 → 25
“
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.
— Update notes
— Update notes
”
Reload increased ― 1 → 2
“
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.
— Update notes
— Update notes
”
Reload increased ― 1 → 2
“
Not seeing play beyond theory crafting yet, but the reload is way too long. Further buffs might come but not for this patch!
— Update notes
— Update notes
”
Reload reduced ― 4 → 3
“
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.
— Update notes
— Update notes
”
Attack Power reduced ― 50 → 40
“
At 2 cost, Mortar Monkey is ever so slightly too efficient, and the random downside is not offsetting that enough to matter.
— Update notes
— Update notes
”
Attack Power reduced ― 45 → 40
“
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.
— Update notes
— Update notes
”
Attack Power increased ― 15 → 25
“
Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular.
— Update notes
— Update notes
”
Health reduced ― 145 → 140
“
Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular.
— Update notes
— Update notes
”
Health reduced ― 120 → 115
“
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.
— Update notes
— Update notes
”
Health reduced ― 140 → 110
“
These Bloons are just too efficient for their costs and delays, so reducing their health slightly.
— Update notes
— Update notes
”
Health reduced ― 90 → 80
“
These Bloons are just too efficient for their costs and delays, so reducing their health slightly.
— Update notes
— Update notes
”
Health reduced ― 250 → 220
“
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!
— Update notes
— Update notes
”
Health increased ― 450 → 500
Charges increased ― 1 → 2
“
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!
— Update notes
— Update notes
”
Health increased ― 550 → 600
Charges increased ― 1 → 2
“
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!
— Update notes
— Update notes
”
Health increased ― 700 → 800
“
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!
— Update notes
— Update notes
”
Cost reduced ― 10 → 8
Health increased ― 200 → 300
Cost correctly reduces based on the number of active Bloons (bug fix)
- Bloontonium correctly changes based on the cost when played (bug fix)
Delay reduced per turn reduced ― 5 → 1 (bug fix)
“
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!
— Update notes
— Update notes
”
Cost increased ― 4 → 6
“
[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!
— Update notes
— Update notes
”
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
— Update notes
”
Passive Ability shield amount increased ― 10 → 20
Passive Ability activates On Turn End instead of On Turn Start
Active Ability now consistently deals 200 damage to On Fire Bloons (bug fix)
Other changes
- "Fixed a bug where Daily Quests were not correctly rolling over"
- "Fixed a bug where health instantly drops to 0, losing you the game"
References
Navigation
| Bloons Card Storm | ||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||
| Gallery • Strategies • Update history | ||||||||||||||||||||