Please buff the season rewards. If even Boltrix dislikes it, this is a problem.
2000 Hero XP and 3 measly Bloon Bots for a 35 day season is nothing.
2000 Hero XP and 3 measly Bloon Bots for a 35 day season is nothing.
This is almost fully from my head, except for a single few seconds look at the official lvl1 artwork. There's limited paints, however.
A large portion of these balance changes are designed to address the powerful strategies in the game such as Ocyn-Sub, Heli-Ice-Super, Engi-Dartling, and Benjamin-Dartling, Gwen late-game, reducing instances of total defense for cheap (such as reducing the pierce of Ice Shards, MOAR, and 203 Cluster, nerfing speed of Reactor, and limiting early-game unrushability of pre-R9 Ben+Dartling), and buffing Wizard, as well as smoothen out crosspath use cases for each tower.
MAD seems to be in a position where the long duration of MAD ability makes it too dependent on speed buffs to become really strong, but without removing speed synergy I reckon the duration of Rocket Storm at T4 and T5 should be shorter. Overclock duration should be reduced by 15 seconds on all upgrade tiers, which would address things like Bcentral/MWS snowballing too much, T5 powerhouses being extremely powerful, and now Overclock requiring more timing by nerfing the interactions on T5's more than lower tiers. I don't disagree with reducing the speed bonus on T5's from +66.67% to +50% and income of Farm T5's from +50% to +35%, but that would complicate balance and make the design more awkward.
Wizard was also consistently one of the weakest towers by being overnerfed in its early-game, so it needed some buffs to make it more comparable to other early-game options even with its Purple weaknesses.
Gwen buff to Level 17 was also far too much of a benefit in a single level, with just a further +1 damage to every single late-game tower such as Ninjas, Supers, and Helis being too much. I didn't want to completely lose that +1 damage to the lesser used combinations like with Dragon's Breaths, so I demoted the +1 damage to all attacks to +1 to all fire-type attacks.
More could be done to reduce the late-game strength of Ice-Super synergy, but at the very least the mid-game nerfs to Ice should reduce the income snowball and make Ice Shards more layerable, and the T2 and below Ice nerf would make lower-tier Ice less of a carry against things like Grouped Blues and Greens. Heli nerf to Chinook cost is also justified because of the hidden value of stalling rounds for more income, instead of just pure damage like in the case of Supply Drop and Jungle's Bounty.
Ocyn+Reactor nerfs also limit their capabilities to destroy every grouped rush without destroying their synergies nor making Reactor too bad on non-Ocyn Heroes. Ocyn nerf to his Coral in early levels also make him much more rushable on maps that share the same sent+natural lanes (e.g. Star; note that maps with non-sharing sent+natural lanes do cause Bloons to destroy the coral pierce before it can grow).
Sniper's Large Calibre was also never the main problem with Sniper, because most of the time buying Full Metal Jacket would be enough to chip early White and Black Bloons into weak enough Blues, and base Sniper for Purples for applications such as helping Wizard. Outright popping White/Black/Purple and Lead/Zebra isn't particularly strong when players can simply layer rush Rainbows into other fast rushes to counter the Sniper, and Large Calibre can't one-shot Rainbows nor deal damage fast enough against constant Spaced Ceramics compared to the likes of a 0-2-2 Boomerang, for instance.
The appeal of Tight Rushes are mostly from having extreme amounts of multi-child Bloons, which is why they're so popular in choke rushes. After Round 30, that multi-childing behavior stops and then Tight Leads start to completely lose their value, and Tight Ceramics are significantly weaker even when accounting for higher Super Ceramic health. Tight MOABs and Tight BFBs also feel they've dropped off after Round 30 begins, but not as much.
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Bloon Sends:
Dart:
Boomerang:
Bomb:
Ice:
Glue:
Sniper:
Sub:
Buccaneer:
Heli:
Mortar:
Dartling:
Wizard:
Super:
Farm:
Village:
Spactory:
Engineer:
Gwendolin:
Obyn:
Ocean Obyn:
Captain Churchill:
Sentai Churchill:
Benjamin:
DJ Benjammin:
Fateweaver:
I am aware that my defenses are not good at all, but on most Intermediate maps it should be easy to make a variety of strategies work, and also T5 Skywardens are feeling pretty underwhelming.
Not all Intermediate maps should have one or two lanes, but Lost Crevasse fails to be a suitable Intermediate map for these reasons:
Three split lanes that separate far from each other, making it hard for most strategies to excel on. That would be manageable if the lanes were longer. The beginning is the main chokepoint to take advantage of, but not all strategies can take advantage of this.
The left and right lanes almost as short as Rake's lanes. On Hard, the RBS (Red Bloon Seconds, i.e. equivalent distance for a Red to leak) of Lost Crevasse's left and right lanes are 17.4 and 16.6, while Rake's lanes are 15.7 and 16.2. The only long lane in Lost Crevasse is 25.2, which is only a bit shorter than Streambed at 27.1.
Simultaneous lane maps are usually the hardest type of lane format; while this is okay for Rake, Lost Crevasse has too many hard aspects that make it too hard for Intermediate.
A lot of Advanced Maps are actually easier than Lost Crevasse. There's been a lot of maps in BTD6 considered way too easy or hard for their map difficulty, but Lost Crevasse just stands out too much for its difficulty.
I am not the only user complaining about Lost Crevasse's difficulty, even after Version 52.0 reduced the speed of all of Lost Crevasse's lanes.
How to fix Lost Crevasse's significant map difficulty (one of these three things):
Move it to Advanced. The best option, but Ninja Kiwi might not want to move up Lost Crevasse, seeing as Ninja Kiwi explicitly said they'll not plan to move up difficulty for maps, as stated when they did the downgrade to Ancient Portal's difficulty from Advanced to Intermediate.
Slow down the lanes further. This should make the lanes more comparable to Intermediate level difficulty without changing the core aspect of Lost Crevasse encouraging towers that are able to seek and ignore obstacles. About 25% slower lanes than the current amount should be all right.
Let the left, middle, and right lanes loop the middle region once before exiting normally. This will make all lanes longer without changing the whole idea of a "three split lane map" for Intermediate, which should reduce the opportunity for the lanes to leak, opening up more strategies while still having the premise of ensuring the main chokepoints (mainly the beginning of the track) are secured effectively.
I like the massive ad campaign for Bloons Blitz, but the text "2. COLLECT EVERY SHINY THING" looks questionably AI-looking.
I like it when I can zoom in so much, but I wish I could remove the UI buttons.
It'd be a bummer if we all grinded the event for nothing and being the first time getting all rewards becomes impossible...
Should the event be extended by just 3 more days just so we can get the final reward? I think 3 bonus days are doable.
Now I cannot make progress on the third part of the quest... I'll just have to wait the long time before the Odyssey and Boss Event come out...
Last Odyssey ended this NZ morning on a Wednesday.
It would look cool but... it does not exist, at least I think it doesn't.
Ninja Kiwi did not get all balance changes correct. They hit the wrong parts of Sniper being too strong (mainly, they didn't target the Supply Drop itself) and missed much of what made Ocean Obyn too strong.
Do you reckon these balance changes any better?
Tack:
Sniper:
Buccaneer:
Monkey Ace:
Engineer:
Ocean Obyn:
Overall, these should nerf Ace-Farm-Engineer as a whole, nerf Ocean Obyn Grape interaction fairly without overnerfing Buccaneer as a whole (while also nerfing basic Merchantman, as it never needed the bigger cash gain), and nerf Tack and Sniper to target the actually overpowered aspects instead of targeting random areas hoping to hit the right balancing point.
Inspired by this comment: https://www.reddit.com/r/btd6/comments/1tj4922/comment/omzulyo/?context=3
Normal kiwi cannot see very well.
10 Half Cashes? Annoying.
15 ABRs? No way... More waiting for nothing. Arguably worse than 10 Half Cashes in my opinion.
30 Expert grinds? Quicker but a VERY annoying waste of time and energy...
Now... the tower limit goals in Phase 2 with 5 wins per game mode is somewhat tolerable and fun to play around as an incentive to grind multiple goals at once.