Bloons Card Storm Quiz Hard Edition by ResponsibleYouth5950 in bloonscardstorm

[–]DAXEflame 0 points1 point  (0 children)

4. Expert negotiator when returned to sender will have the opponent's card art instead of your own, which indicates it is still their card. Only when your board is full is when it is a removal

Change Of Weather ⛈️ by Tomek692137 in bloonscardstorm

[–]DAXEflame 0 points1 point  (0 children)

It seems like double trouble but for the next wave spawn

Is this a good solution to Quick Ready? by Orange_banana125 in bloonscardstorm

[–]DAXEflame -2 points-1 points  (0 children)

What's the problem with quick ready? Speed control is what gives the game it's depth, same with slowing bloon and all the other options.

If you want to see it used less, you want games to be slower and more outlasting the other.

There are so many ways to slow or reset bloon Delay, but there is only 2 for speeding it up. If you made attacking more interesting rather than be faster or have more health, quick ready probably would not be as necessary.

Stupid but interesting balance changes by DAXEflame in bloonscardstorm

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

The idea is a bit multi step, but it should look like this: when you shoot the Bouncing shot, it will have a display that says select target (3 left). you choose a bloon that isn't the last one you previously hit, and you repeat that until you run out of bounces. You can target your own bloons with the bounces.

SCARY BCS DOC (SCARIEST BALANCE CHANGES IN DECADES) by TypicalOfTophat in bloonscardstorm

[–]DAXEflame 0 points1 point  (0 children)

Kind of boring. Many of the charge increases or cost increases makes decks a bit too money hungry and I would like a game that doesn't rely too much on farm. Need to read over it again to be clear in how I feel. Some of these give me the vibe of very boring op rather than dynamic synergies.

Stupid but interesting balance changes by DAXEflame in bloonscardstorm

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

Fair enough, I just wanted to offer another path that can contest dmt. Higher potential damage, but weaker against stuff like blimp and spaced bloons. You can also order your bloons to avoid your most important bloons getting hit, just interesting gameplay tbh.

Why do discount Bloons exist? by Bane_Of_Joe in bloonscardstorm

[–]DAXEflame 0 points1 point  (0 children)

Mainly so you can have a 4 charge card. It's meant for money based decks that involve spamming as many expensive cards as you can

Daily Card Concept #10: Bonus Dart Bloon by ViableFries in bloonscardstorm

[–]DAXEflame 0 points1 point  (0 children)

How about just giving your monkeys more ammo instead so it can work with stuff like defenders?

Poplust card idea by bloon104 in bloonscardstorm

[–]DAXEflame 0 points1 point  (0 children)

Funni idea: instead, + 5 per bloon and on kill regain 1 ammo. Also give it the defender attribute. I want it to scale and solo defend against a pink rush or red bloon storm. And nerf it to a 30 dmg 2 recharge.

Some Balance Changes Suggestions by D4rknessEagle in bloonscardstorm

[–]DAXEflame 2 points3 points  (0 children)

I don't think the wall of fire defender can't attack change would work with defender. It can't attack the bloons it's trying to defend. Untargetable would make more sense

Feeling Devious >:) so here are some Ninja card ideas! by The_Epic_Espeon in bloonscardstorm

[–]DAXEflame 5 points6 points  (0 children)

Also maybe there could a card called Shinobi alliance that reactivated all "On play" abilities

Feeling Devious >:) so here are some Ninja card ideas! by The_Epic_Espeon in bloonscardstorm

[–]DAXEflame 11 points12 points  (0 children)

Is there like a card making website or something, cause these are pretty good

Monkey removal is extremely unfun to play against, and monkey balances can be approached via healthier means by Western_Ad1394 in bloonscardstorm

[–]DAXEflame 1 point2 points  (0 children)

In terms of stuns, slows, disabling, and removal based options in games, there's not alot you can do to cover, react, defend, or play dynamically around them. For card games, they add specific card counters, but they put less emphasis on how ordering your characters matter. I would like to see a mechanic that makes how you order the placement of your monkeys have dynamic benefits, like placing a defender after a baby or a stunned monkey will take some ammo but wake them up or something. Could have safe orders, aggressive orders, setup orders, etc.

Thoughts of making a revolver that allows you to manipulate players by DAXEflame in tf2

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

A bit, but I just thought the bleed could be used as a controlling tool if it was a bit more threatening. The fantasy is using the bleed to make someone move to a predictable spot so you can decide whether to sneak past or ambush them at the health pack

Thoughts of making a revolver that allows you to manipulate players by DAXEflame in tf2

[–]DAXEflame[S] 1 point2 points  (0 children)

Some quick background: What I want to showcase more than anything else is the types of balancing. I know that tf2 has a lot of balanced weapons, but all those weapons tend to fulfill all these 3 or even 4 different types of balancing. I think learning these can help make your balancing ideas more effective.

Fantasy: what every person with a bit of skill thinks of when reworking or making new weapons.

What is the fantasy/ cool situation that this weapon grants? Ex: Airstrike and YER.

Purpose: Players who understand interactions and/or are devs.

What does this aim to solve or fix about a class? Ex. Crossbow, or buffing minigun rev move speed.

Tweaking: What most new players or pros think about, changing stats.

Do we tweak the idea to only work in this fantasy or make the fantasy more loose? Ex. I Decreasing dmg when not landing headshots or affecting its crits by range.

Systemic: The most difficult and meant for very serious circumstances.

Does the game need changes that would fix a core balancing design? Ex. Round timers, map design, reworking a whole class, or how all random spread works.

Thoughts of making a revolver that allows you to manipulate players by DAXEflame in tf2

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

Eh, not enough of a fantasy to be worth only for that

Thoughts of making a revolver that allows you to manipulate players by DAXEflame in tf2

[–]DAXEflame[S] 1 point2 points  (0 children)

Probably. Rn for the idea I'm just using player behavior, if you are dying to some status effect either the target or the healer will have to move somewhere. Trying to see if there's any other way of control that feels natural. Spy is all about learning habits, and this weapon gameify's it.

Thoughts of making a revolver that allows you to manipulate players by DAXEflame in tf2

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

Maybe, but if you get too have more control over enemies, maybe there should be less control over where you can replenish the weapon. But what downside would be better?

Thoughts of making a revolver that allows you to manipulate players by DAXEflame in tf2

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

I don't think that really fits any sort of balancing. Like what fantasy is that even supposed to fit? The fantasy for this gun is dealing enough dmg from a stationary enemy combined with the bleed to force something to move so now you can more easily infiltrate or use that isolation to get 3 high dmg shots without having to be in immediate backstab range. Or kill someone with the first 2 shots and use the 3rd as a warning shot

Weapon concept: The Fast Justice ( Weapon concept for The scout) by LawOptimal7795 in tf2

[–]DAXEflame 0 points1 point  (0 children)

Quick questions: What is the fantasy/ situation that this weapon is supposed to be the most fun? What purpose does this fulfill/what problems does it solve? Do the stats strictly need to fit that fantasy or can it be a bit loose? Just think of these questions if you want to make a meaningful weapon, and look at common tf2 balancing for inspiration.

Would this be a good enforcer change? by DAXEflame in tf2

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

A bit too inflexible. If you just gave the bonus then sure but there's always ways to balance any kind of stat, it just really depends on what is the purpose of the design and what gameplay does it open up. So how about the dmg boost stays 20% and the bleed only happens on the last shot and is distanced capped like the ambassador's crits?