Update history:Bloons Card Storm/Version 0.8.177
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
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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.
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- Cost reduced ― 1 → 0
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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.
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- Cost reduced ― 5 → 4
- Attack Power increased ― 20 → 25
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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.
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- Reload increased ― 1 → 2
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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.
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- Reload increased ― 1 → 2
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Not seeing play beyond theory crafting yet, but the reload is way too long. Further buffs might come but not for this patch!
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- Reload reduced ― 4 → 3
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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.
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- Attack Power reduced ― 50 → 40
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At 2 cost, Mortar Monkey is ever so slightly too efficient, and the random downside is not offsetting that enough to matter.
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- Attack Power reduced ― 45 → 40
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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.
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- Attack Power increased ― 15 → 25
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Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular.
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- Health reduced ― 145 → 140
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Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular.
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- Health reduced ― 120 → 115
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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.
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- Health reduced ― 140 → 110
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These Bloons are just too efficient for their costs and delays, so reducing their health slightly.
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- Health reduced ― 90 → 80
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These Bloons are just too efficient for their costs and delays, so reducing their health slightly.
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- Health reduced ― 250 → 220
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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!
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- Health increased ― 450 → 500
- Charges increased ― 1 → 2
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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!
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- Health increased ― 550 → 600
- Charges increased ― 1 → 2
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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!
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- Health increased ― 700 → 800
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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!
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- 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)
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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!
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- Cost increased ― 4 → 6
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[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!
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- No longer increases the Reload of Monkeys without Ammo by 1 (bug fix)
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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.
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- 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
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