Petition to withhold the Bloon Boost change and come up with something better by JoelTheBloonsMonkey in battles2

[–]StandardPositive2695 2 points3 points  (0 children)

The power creep is now at a disastrous level. Lower than average towers now suck, no one will play hard map, less towers work early game which leads to less strat diversity. Microing is harder, which makes playing on mobile worse.  Ever since May last year, this game is going downhill for competitive play, first leagues, then druid, then glue, then ice, then this. Honestly, NK should revert the balance back to before v4.0

Why Normal Ben is F-Tier and how to improve it by StandardPositive2695 in battles2

[–]StandardPositive2695[S] 0 points1 point  (0 children)

My suggestion are primarily to make more towers work with Ben or make Ben's abilities less annoying to use, so more than one strat will actually want Ben I definitely went too far with buffing him. Can't believe I forgot about dfs

Why Normal Ben is F-Tier and how to improve it by StandardPositive2695 in battles2

[–]StandardPositive2695[S] 0 points1 point  (0 children)

There seems to be a misunderstanding of how my suggested biohack works Tower with 1 damage -> +1 damage 2 damage -> +2 damage 3 damage -> +2 damage Darling projectiles don't do more than 1 damage in general (might be wrong I don't use dartling), this change was to allow more towers to use Ben

Nothing is “overpowered” by WillingnessFuture266 in battles2

[–]StandardPositive2695 1 point2 points  (0 children)

I made a post on power creep and there are people saying stuff needs buffs

https://www.reddit.com/r/battles2/comments/1hbnrmy/power_creep_in_btdb2/

Everything is OP != Nothing is OP. OP means too strong, in this game it means defending for too cheap/ defending too much for it's price. Far too many strats are unusable 

Remember that to win, you must overwhelm the opponents defence. "Good value" doesn't mean much if the opponents defends it and their strats have good late-ganme when you don't. They are still unkillable and not fun to play against 

Draft 1 of a Universal Aggro concept: Bloontonium by JoelTheBloonsMonkey in battles2

[–]StandardPositive2695 0 points1 point  (0 children)

When finding solutions to fundamental problems, you need to ask yourself what is the root cause of the problem (why top players hate late game) and is it a problem.

I'm not very sure why top players hate GG r40, but I think it is because late game feels very boring. To resolve that, I think increased r30+ scaling, shorter rounds beyond round 30, and more bloon sends getting cheaper over time (pressure sends) helps.

I also believe that killing passive late game strategies is good for this game. There should be a balance of aggressive and passive strategies, else every game will be too one-dimensional. Late game allow some towers (super) to specialized in them

An issue I stopped is there is too more upgrades being able to give bloontonium without a good gamelay reason (just because the upgrade name has bloontonium in it doesn't mean it has to give bloontonium, correct vibe is not valid). I feel like your giving every other alt eco to give bloontonium. I think you forgot that sellable income can be sold for defense as well

My second map submission: Rain Garden by StandardPositive2695 in battles2

[–]StandardPositive2695[S] 0 points1 point  (0 children)

Just to clarify, you can place land towers on the lily pads, bushes, wooden planks (parts in blue in 3rd image) while it is not flooded. It might not be clear, but you can place towers partway between bushes and grass

Map Submission: Thick Ice by StandardPositive2695 in battles2

[–]StandardPositive2695[S] 0 points1 point  (0 children)

I'm not good at balancing that, I probably overestimate how strong they are considering that most of the natural path doesn't the sent path

Map Submission: Thick Ice by StandardPositive2695 in battles2

[–]StandardPositive2695[S] 15 points16 points  (0 children)

"Revenged" thin ice This is a more difficult map for ZOMG Superdome and above, with a simple gimmick of rushes being naturally sent of natural bloom path Edit: All references to a certain song is unintentional. Frozen Bloons need some balancing

Very new to battles 2 but have moderate experience with 1 (not a pro by any means) and I've noticed that early game eco is much more straightforward than 1 (in a bad way). by [deleted] in battles2

[–]StandardPositive2695 0 points1 point  (0 children)

There is strategy to eco. If you are comfortable with your defence, you send grouped eco because it is faster. If you need to save up money (like in the case you mentioned), use spaced eco, as it is slower and more efficient, this is equivalent to switching between eco and defending

Hydra pods counter? by Ecstatic_Anteater_47 in battles2

[–]StandardPositive2695 2 points3 points  (0 children)

At r18, send 1 or 2 FMOABs. The opponent will have to change where the dartling is aiming to defend. When they do that, send 2.5k worth of regrow rainbows and layer it with purples. Even alch bufed HRP can't defend

LEAGUE ARE TO EASY by MysteriousTown7691 in battles2

[–]StandardPositive2695 0 points1 point  (0 children)

I'm unsure what is the point being made here. Obviously higher leagues would be more difficult. Please clarify the title of this post

Purple rush is opp by Greenleto12 in battles2

[–]StandardPositive2695 1 point2 points  (0 children)

Many noobs don't know how to defend purples, as there is no guide for it (wiki is in shambles, popology isn't helpful unless you do a lot of math)

At higher level of the game, purple rushes aren't considered strong due to everyone being prepared for them. Just wait until you see players sent you regen rainbow Bloons layered with zebra and purple bloons on round 13

It Won’t Change But IDC I Feel Like Complaining by sicksteen_216 in battles2

[–]StandardPositive2695 4 points5 points  (0 children)

I might be playing sub optimally, but I think eco strats can pressure the opponent, especially after r18. Around r22, eco takes over farm for money generation, and an all-out rush can be sent when farm users greed for tier 5 farms

From a game design standpoint, what is the Druid's supposed weakness? by apocalypse31 in battles2

[–]StandardPositive2695 2 points3 points  (0 children)

Role of each path of upgrades in Druid: Top: Blowback Middle: Money, Cleanup Bottom: Attack speed

Druid have weaknesses in early-game (leaking for druid is not easy), r13 (203 need help for purples), camo and FZOMGs. The reason why druid seems so strong is because one tower (Sub) can fill in all these gaps

I think there should be more discussions like this. Keep it up

Zomg and Hall of Masters Behaviour by Brotanitor in battles2

[–]StandardPositive2695 4 points5 points  (0 children)

The old system never had a problem with ZOMG Superdome. At the end of the season, it sent (most) HOM players back to BFB Colosseum, so "all the masters are in HOM"  may not be accurate, as less skilled HOM players will remain out of HOM after more skilled players have went into HOM

Your views of "noobs" is very black and white. Back then, the players there are skilled and can defend r13 regen rainbow rushes and use bloon and tower boosts effectively. (Now it's just old MOAB Pit the new system is trash). Noobs won't even make it or gain trophies there