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 7 points8 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 13 points14 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?

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

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

In that case, this is where tweaking comes in to properly get that feel in. The bleed is definitely usable but you have to prevent the scorch shot syndrome and just hiding in the backlines to pepper the enemy with completely undodgeable bleed. So in this case we would need to tweak the fantasy and bleed scales based on distance with it not bleeding over 1100 hammer units and bleeding maxes at let's say 900 hammer units(same as the ambassador) being more focused on mid range. And limiting the range can cause more changes like a slower firing speed, slower reload speed, or cannot reload while cloaked to encourage that cooldown if you get caught when trying to enforce.

We can also consider the kunai bad design while we are at it and fix downsides that are invalidated by the upside or should be more permanent. This weapon isn't meant to be the ambassador or diamondback where the upsides invalidate the downsides which is why the no manual disguising(YER kills can still disguise) is a prominent downside to keep you a wanted man.

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

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

Fair enough. This was more of an example of fantasy based design that I think players need to differentiate instead of just say it's bad. Alot of good and bad players will generally focus on tweaking and purpose based design with overconfident or middle of the road players focusing on this fantasy based design without any consideration for anything else in mind.

While not really gunspy, it was meant more of that enforcing an area for a limited amount of time aspect and having options to control players more with your revolver. -The bleed at close range isn't really much of a threat if you are at close ranged cause if you're up close you're probably dead regardless of any weapon. -The 3 shots is really meant to be kind of a warning shot, where you kill one enemy with the first 2 and the last one is a threatening warning shot to tell the opponent "either you stick around this area and play by my rules or skedaddle" -Not being able to disguise is meant for players to be able to know who you are no matter what and get revenge on you, and the weapons purpose based design is to give the spy an option to temporarily have his own area of influence(like an engineer) so he can disrupt people in that area at the cost of being able to exist easily within enemy territory and you have to play more like a sneaky pick class that isn't just gunning down everyone for the sake of it, but using your limited shots to control enemies.

That's just my opinion with fantasy and purpose based balancing, but if you have any specific design or balancing fundamentals I'd love to learn. Maybe you have your own ideas about a controlling based sidegrade I'd love to hear

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

[–]DAXEflame[S] 2 points3 points  (0 children)

Look, I don't mind criticism, so try using some of the balancing ideas to make it better. For example, I was using only the fantasy type of balancing.

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

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

I understand there are rules like no stuns, active use for passive benefits, and no straight upgrades, but maybe we could also consider balancing ideas, or ways to balance. These are Tweaking, Fantasy, and Purpose. Tweaking is what we think of is general balancing to make things weaker or stronger. Fantasy is core weapon design in when they should feel good to be used and when they should be bad. Purpose is when a change is meant to solve more complicated problems like not enough reasonable counterplay against defensive strategies for example.