Update history:Bloons Card Storm/Version 6.2
| This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Add other balance change info |
Version 6.2 is a minor update to Bloons Card Storm version 6.0. It adds balance changes to a variety of Bloons, Monkeys, and Powers, as well as bug fixes.
Changes
- Gold cost decreased ― 3 → 2
- Bloontonium gain decreased ― 3 → 2
- Health decreased ― 110 → 90
- Health increased ― 120 → 130
- Health increased ― 150 → 200
- Health increased ― 120 → 130
- Health increased ― 200 → 220
- Charges increased ― 1 → 2
- Health decreased ― 350 → 330
- Gold cost decreased ― 3 → 2
- Bloontonium gain decreased ― 3 → 2
- Health decreased ― 90 → 80
- Health increased ― 300 → 350
- Blooming Bloon's effects now changed ― Yellow Bloon → Swarm Yellow Bloon
- Health reduced ― 150 → 120
- Health gain trigger changed ― Opponent's Hero → Own Hero
- Health gain decreased ― 30 → 20
- Health increased ― 250 → 275
- Regrow heal decreased ― 50 → 45
- Gold cost reduced ― 8 → 7
- Bloontonium gain reduced ― 8 → 7
- Health bonus per Gold spent decreased ― +70 → +65
- Starting Shield increased ― 50 → 75
- Health increased ― 150 → 160
- Health increased ― 150 → 160
- Hero Health drain keyword changed ― On Turn Start → On Turn End
- Note: Allows the Health drain to begin sooner
- On Play effect: now ignores Immobile Bloons
| “ | 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 |
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- Now retains Gold value after playing
- Note: Overall buff versus human opponents, but a nerf versus computer opponents (which target the highest Gold Monkeys when using removals)
| “ | 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 |
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- ATK increased ― 35 → 40
- Now retains Gold value after playing
- Note: Overall buff versus human opponents, but a nerf versus computer opponents (which target the highest Gold Monkeys when using removals)
- ATK increased ― 30 → 35
- ATK increased ― 40 → 55
- ATK increased ― 90 → 100
- Defender bonus increased ― +10 → +20
- On Play: Hero heal increased ― 50 → 75
- Gold cost increased ― 3 → 5
- No longer has an Ammo stat and gains keyword Can't Attack
- Note: Attack is formerly 1 ammo, 1 delay, 20 ATK
- Description changed ― Bloons can't attack on the turn they are summoned → Can't Attack. Bloons can't attack on the turn they are summoned
- Gold cost increased ― 8 → 9
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[...]
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- ATK decreased ― 35 → 30
- No longer reloads if its ammo was drained on the opponent's turn (bug fix)
- No longer fails to activate its On Attack effect if the attack pops a Bloon (bug fix)
- Gold cost increased ― 4 → 6
- Ammo increased ― 3 → 4
- Gold cost decreased ― 3 → 2
- Health buff to played Bloon decreased ― +25 → +20
- ATK decreased ― 25 → 20
- Back hit damage increased ― 15 → 30
- ATK increased ― 40 → 50
- ATK increased ― 80 → 90
| “ | Shell Shock Mortar can now use Temporary Ammo even if it was reloading when it was given it, just fire away! — Update notes |
” |
- Now can use Temporary Ammo even while it is reloading (bug fix)
| “ | Triple Shot can now hit Camo Bloons when they are the only target, just like every other monkey could. — Update notes |
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- Now can target Camo Bloons if they're the only Bloons on screen (bug fix)
- Now deals 40 damage to target
- Can now target any Bloon instead of just targets with Camo, Regrow, and/or Armored
- Gold cost increased ― 15 → 18
- Summoned Bloon now gains Must Pop
- Description added "[...] and Must-Pop"
| “ | Bloon Amalgam is LARGE, and will behave as such. — Update notes |
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- Now gains Must Pop
- Now will always count as a Large Bloon, because it has the Large Bloon class (bug fix)
- Gold cost decreased ― 6 → 4
- Additional debuff changed ― Stun → Increase delay by 1
- Health bonus per Bloon in Graveyard reduced ― +20 → +10
- Gold cost increased ― 3 → 5
- Damage increased ― 50 → 60
| This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: What about that weird case of gaining Bloontonium? It's patched, right? Is it now independent from the Bloontonium gage and abilities panel? |
| “ | Salvation will now always trigger Orbs of Light, can’t be saving those Monkeys for nothing. — Update notes |
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- When played, it will always trigger Orbs of Light under any condition (bug fix)
- No longer gains and spends the Bloontonium to trigger Orbs of Light when conditions are met (undocumented) (bug fix)
- Sentinel Bloon ability: Bloontonium cost increased ― 5 → 6
- Rise! ability: Bloontonium cost decreased ― 8 → 6
- Rise! ability: Damage decreased ― 30 → 25
- Nature's Shield passive: Shield gain increased ― 10 → 15
Other changes
| “ | 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 re-trigger its On Play effects (bug fix)
| “ | 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)
| “ | 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 (bug fix)
- Amelia's Prologue achievement can now be earned again (bug fix)
| “ | 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 |
” |
- Archer's Instinct and Hex of Power can now be played when they're at one charge left
| “ | 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)
| “ | 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 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]
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! |
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References
External links
- Official update notes on Reddit
- Version 6.2 tester commentary on Reddit
- Tester commentary by u/No-Appearance1780 on YouTube
Navigation
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