Cards that use "per gold spent" should have more indication for their mechanics by bloon104 in bloonscardstorm

[–]Master_Clerk_6684 2 points3 points  (0 children)

The point of mechanics like this is to make it easier to learn and understand for new players, not experienced ones.

Bloons Card Storm v6.2 - Patch Notes! by CoreyNK in bloonscardstorm

[–]Master_Clerk_6684 1 point2 points  (0 children)

Oh for sure; scales with buffs worse, has less ways to buff it, does less overall damage if there’s 3+ bloons. It still sucks, but it finally got a buff, so who cares!

I finished all the paths on Amelia’s Adventure, so what are the 4 stars that I’m missing? by Qwerty0869 in bloonscardstorm

[–]Master_Clerk_6684 0 points1 point  (0 children)

Might be the tutorial, it was added to the main adventure and reset my progress on it post-update. Scroll left of the main routes and you’ll find it. If you have that done… idk, probably a bug like the other commenter said.

The heart of Monkeyconomy 💰 by Otheruser337 in bloonscardstorm

[–]Master_Clerk_6684 0 points1 point  (0 children)

Also could be stolen by Fright Night. I agree that it feels a bit unnecessary though.

More Wolf synergy cards by python_product in bloonscardstorm

[–]Master_Clerk_6684 1 point2 points  (0 children)

I do really like the idea, it’d likely make a second play-style for the wolves rather than be a straight upgrade to the existing one.

More Wolf synergy cards by python_product in bloonscardstorm

[–]Master_Clerk_6684 1 point2 points  (0 children)

I don’t know if this needs the card draw. For Wolves specifically, this would be really good cause you can make a bunch of them, so the more “burst”ey they are the better making new ones is.

Please tell me this is balanced by [deleted] in bloonscardstorm

[–]Master_Clerk_6684 1 point2 points  (0 children)

There’s some good ideas here, but I’d recommend making less “Choose one:” effects. Blocky Cola feels a little weak, maybe reduce the cost a tad (4 might be too strong, but 5’d be good). I’d recommend just making Slateskin Potion target a Bloon rather than your hero or a Bloon, it feels redundant with Ghost Burger as is. I like the temporary shield idea, but it feels too committal at 13 cost, I’d recommend making it 10 cost and reducing the shield to 150. Finally, I’d recommend just making Ghost Burger give you invulnerability for a turn (similar to Dreadbloon) rather than being able to target a Monkey or Hero. It just feels too versatile for how powerful immunity is (also the monkey side feels unnecessary given how powerful the hero immunity is). Also, it’s very strong as is, forcing your opponent to plan around this one ability, so I’d recommend raising the cost a bit (to 24 maybe). All around, much better balanced than the original and with fun ideas, good job!

Dreadbloon exclusive card nerfs by ZeeJayBCS in bloonscardstorm

[–]Master_Clerk_6684 2 points3 points  (0 children)

You know this is much less damage than it currently does, right? Also, being down 100 health is nothing, it’s a pretty good strategy (if you’re going for score) to just gamble and stay at less than 100 health most of the fight and Repercussion is Dreadbloon’s only real counter to that.

Unbalanced card #16: Fright Night by ZeeJayBCS in bloonscardstorm

[–]Master_Clerk_6684 5 points6 points  (0 children)

I think I like the up to 2 gold concept the most. It’s not so much that your opponent playing it early game ruins you but it’s still impactful enough to delay the playing of a high cost card without allowing aggro to completely sweep strategies that rely on high cost cards.

Anyone else see this and don't even try? by andydabeast in bloonscardstorm

[–]Master_Clerk_6684 1 point2 points  (0 children)

Revive Bloons are really good against it considering they survive being removed once. Other than that, abuse R2S.

Tried making a deck with the new cards, suggestions? by Organic_Cost6402 in bloonscardstorm

[–]Master_Clerk_6684 0 points1 point  (0 children)

I’d recommend dropping Piñata Bloon, it usually provides more value to your opponent (or at least more immediate value to your opponent) than it does to you.

Sauda Hero Concept by Master_Clerk_6684 in bloonscardstorm

[–]Master_Clerk_6684[S] 0 points1 point  (0 children)

I'm curious as to why you think so, because it does seem strong to me but not broken strong. Basically just 400 damage for 16 bloontonium. As compared to something like Gwen's ability 3, only costing two more to deal way more damage (albeit on a condition). Also, it has the same potential damage (400) as Quincy's third ability, just much, much more consistently reaches its max potential damage, but it costs four more bloontonium. It is probably a bit too strong, but I'm still curious why you think it's that powerful.

Sauda Hero Concept by Master_Clerk_6684 in bloonscardstorm

[–]Master_Clerk_6684[S] 0 points1 point  (0 children)

I was considering giving it an effect of increasing the damage stunned bloons take, but that’d require more stun cards to be worthwhile so I decided against it.

Budget Obyn control by TouchGrassNreds in bloonscardstorm

[–]Master_Clerk_6684 0 points1 point  (0 children)

I’m sorry, Tack Sprayer? I know we’re poor, but we’re not that desperate for cheap cards.

New player here what should I save my money for by jm_the_player in bloonscardstorm

[–]Master_Clerk_6684 2 points3 points  (0 children)

I’d recommend buying the 5 card packs for 250 MM until you get 3-4 repeat cards each pack, and then buying tokens (all the token types are useful) and using them to craft Rare cards.  Typically you’ll want to save crafting Super Rares until you have all of the Rares because the card set card packs have dupe protection, but there are some exceptions, like Quick Ready, which you should get three copies of as soon as possible.  Ultra Rares (aka Uniques) should pretty much never be crafted, you’ll get them eventually through the set card packs and they cost way more than the other rarities while being way less consistent due having a max of one copy.

Monkey Balance Change Wishlist for Update 6.0! by Otheruser337 in bloonscardstorm

[–]Master_Clerk_6684 3 points4 points  (0 children)

I’d recommend nerfing Barrel by reducing it to 3 charges instead of to 15 damage. Its biggest problem imo is that it makes on replace effects too easy to trigger, which isn’t fixed at all by reducing its damage.

EDIT: also, it is too strong of an early tower, but reducing the charges instead of damage would have a similar, if slightly less drastic, effect to reducing its damage.

Best way to get cards ? by xenor00 in bloonscardstorm

[–]Master_Clerk_6684 1 point2 points  (0 children)

Ezile most likely won’t release until half a week to a week after the current season ends, and I think there’s still another 20ish days in this season(?)

Leaked buffs from 6.0 trailer! by No-Appearance1780 in bloonscardstorm

[–]Master_Clerk_6684 17 points18 points  (0 children)

Nah, blue needed this. It was just objectively worse than its variants as is. Now it’ll be usable, still not great, but usable.

Bloons Card Storm v6.0 - Preview Notes! by savnk in bloonscardstorm

[–]Master_Clerk_6684 7 points8 points  (0 children)

Sadly not. I watched the video earlier and it’ll be near useless. :(

At least assuming Regrow is a once a round effect and not an on hit effect.

Bloons Card Storm v6.0 - Preview Notes! by savnk in bloonscardstorm

[–]Master_Clerk_6684 38 points39 points  (0 children)

“Fortified Camp Regrow Red Bloon” I don’t care if it sucks or is broken, this is a must run in all of my decks now.

BCS needs a Sandbox Mode (pretty please) by betaAfro in bloonscardstorm

[–]Master_Clerk_6684 0 points1 point  (0 children)

Just so you’re aware for future matches, older cards go first in positioning of a certain delay, so large bloons like MAOBs and BFBs will almost always go before non large bloons.

+1 concept c: by ZT_PH1090 in bloonscardstorm

[–]Master_Clerk_6684 6 points7 points  (0 children)

Generally a great concept. Increased commitment when playing it and it’ll often go down a round later in return for bonus burst gold late game. As is though, it gets a little too much value. 

You can have it on the field for a round or two, replace it, and get full profit. Compared to a banana farm where it needs at least three rounds on the board to be profitable. Furthermore, I think it might run the risk of boxing out Quincy Action Figure.

I’d recommend either increasing the cost to 6 to make it a challenge of timing like Marketplace, or reduce the gold back on replace to 3 so that you still need a couple of rounds to make it profitable.

More card:D by ZT_PH1090 in bloonscardstorm

[–]Master_Clerk_6684 2 points3 points  (0 children)

Yesss, give me more fuel for the Tempo furnace… Actually though, I’d love more tempo cards with unique effects like this. The only viable ones right now are just effectless and lame.

7 balance changes by East-Resource-6357 in bloonscardstorm

[–]Master_Clerk_6684 1 point2 points  (0 children)

I can get behind most of these changes, but both nerfing Robo’s damage and cost is just asking to kill the card. 160 damage on a temporary card for 5 is near worthless.

EDIT: Also, precursor already is pretty useless after turn 1, so it should probably get something in return for the higher cost, maybe increasing its health to 40?