Version 6.2 is a minor update to Bloons Card Stormversion 6.0. It adds balance changes to a variety of Bloons, Monkeys, and Powers, as well as bug fixes.
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
Soulstealer no longer steals its own soul (gains too many buffs) when Double Trouble’d. — Update notes
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Double Trouble no longer causes Soulstealer Bloon to regain its original health buff (bug fix)
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Fixed an issue with Quincy’s passive ability being counted as triggered even when it wasn’t. — Update notes
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Quincy's Perceptive Shot passive now more consistently counts as "triggered" (bug fix)
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Amelia’s Adventure decks no longer have stray “Undead” Bloons in them. They’re Zombie Bloons, it’s different.. Right? — Update notes
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Undead Bloons and Undead MOABs no longer appear in Amelia's Adventure, now being replaced by their respective successors (bug fix)
Amelia's Prologue achievement can now be earned again (bug fix)
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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
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Archer's Instinct and Hex of Power can now be played when they're at one charge left
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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
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Fixed Bloons being harder to select when an Acid Pool is placed below it (bug fix)
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Season 7 Avatar should now be awarded correctly. — Update notes
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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
This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Fill the rest of 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]
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.[4]
Camo Green initially had its Health increased to 140, but reduced to 130 after playtesters were unsatisfied with its balance.[4]
Camo Lead Bloon The initial proposed buff by Ninja Kiwi was proposed to buff it from 150 to 170 Health,[3] then changed to 220 Health by Ninja Kiwi,[4] but was reduced to 200 Health by community testers.[3] The health buff is reduced because it made Camo Lead Bloon too annoying to play against without specific anti-Camo tech.[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.[2]
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:
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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!