my opinion on buffing gorilla card is like give it 10 caps of summons.. the point of gorilla card in block tales is just for cheap spamable meatshield for solo.
My personal take on how to nerf call cards without them losing most purpose: have it diminish each summon - make it cost more SP and spawn with less HP to incentivise keeping summons alive rather than always having them be meatshields. For example: Call Gorilla - 1st summon - 3SP, 10HP 2nd summon - 4SP, 9HP 3rd summon - 5SP, 8HP … Call Red’n’Blue - 1st summon - 6SP, 20HP 2nd summon - 8SP, 18HP 3rd summon - 10SP, 16HP … Call Cruel King - 1st summon - 9SP, 30HP 2nd summon - 12SP, 27HP 3rd summon - 15SP, 24HP …
@@pokade3659 I suppose. I just wanted to keep the 1:2:3 increment ratio that the other summons had. Besides, I’d rather Gorilla just gets an attack/defence boost to help it out a little - a bit of a glass canon if you will.
Oh so they nerfed Linebounce. I was so confused when I was using it in demo 3 and just failing so much, I legit thought I was way worse then I was before.
Am switching to knight, line bounds is one of the cards that you can't make a baller built without line bound. Am sad cuz i liked it :(. At least fire ball builts are alive
@@Whompwhoup fireball is bascially all i used besides linebounce. KNIGHT CARD IM SORRY I SLEPT ON YOU, THE FREE ICE, FIRE AND POISON I WILL CHERISH YOU
@@feistycascade4522 ngl fire ball builts can be op if your good. But really, alot of people kinda sleep on knight. Cuz ball has more op builts and stuff. Knight is good too
Power shot is the alternative of Power stab and Sword toss it costing 2 BP and uses 3 sp is reasonable,bc u mostly not gonna use it and only use it to enemy with def.also, power shot do the base dmg of your sling shot for example if it does 7 dmg then power shot do 7 dmg too but if the enemy have maybe 1, the dmg got decrease by the amount of def the enemy have. Sling shot doesnt need sp to do massive dmg unlike sword so giving it a card that somewhat remove its weakness just like sword with sword toss makes the Power Shot more viable as DPS Single Target. (It Doesn't Pierces Defense)
Thorns: Just remove the guarding window debuff, That will make it that thorns are a skill that skilled players will only use. Line bounce: It does not need a change, it can hit as much enemy's as it wants its not suppose to be used to destroy every enemy in the lane, that's what the regular ball move is used for. If I had to make a change to line bounce, Instead of the ball bouncing off frame when it hits the last enemy, make it explode dealing +1 dmg to the last enemy it hits. HP drain: HP drain is for tanks and supports that uses ball first move, because it guarantees 1 dmg meaning no matter how much hp or sp drain you have stacked, you will always activate the card. Power shot: It's fine. Summoner cards: The summon cards is fine itself. What the developers should do is add another card in the game called "coach" were you can dodge for your summoned card, but the dodge window is reduced by 65% (Lasts 3 turns) Good vibes: Good vibes is my favorite card but I agree its too strong, changes I will make is good vibes wont effect the user. Venom Shank: The sword should have something called "Lethal Poison", pretty much doubles the poison dmg and they get poisoned for 3 turns.
HP Drain is now like it's Paper Mario counterpart. In Paper Mario you lose 1 attack when equipped to heal 1 HP per successful action command. Yeah... They're useless with the -1 attack... As damage is everything lol
I think a good upgrade would be to make it even more like Paper Mario, and heal you based on how many times you hit the enemy with a certain cap. Like, you only heal once per sword, but 2 by using ball, and up to 3-5 HP when using Slingshot
It’s pretty good if you’re running a tank build, as you can stack a bunch of support or drain cards that all have -1 damage and have all of them cancel out as the minimum damage is 1, and the maximum damage reduction is -3. This gets even better with the slingshot, as it has a minimum shot count of 4, meaning you can do decent damage whilst still having crazy support and self sustain tools
I think if they also made it so ALL super guards proc thorns. If you're fighting a melee dodge attack you HAVE to block to proc thorns, or it just doesn't proc. A animation where white spikes sprout from the user would make it make sense.
They shouldve just made it so that the sp cost of summons multiply by 1.5x after using it once (rounded down). This makes it so that more expensive summons such as Cruel King gradually become more harder as you summon him, while summons such as Gorilla will only slowly get more expensive due to its low sp cost
I think im also gonna give some opinion on the nerfs because why not Thorns should only cost 1 BP and thats it, thorns is actually really useful on challenge runs with hardmode Linebounce should still do halved damage but it rounds up (with rounds up i mean if you have 3 damage and it halves to 1.5, it rounds to 2 instead of 1) Power shot doesnt need a buff, it fills its role perfectly On the summon cards, fair enough prior to this nerf cruel king was on S tier in 95% of tier lists, cruel king will also always be getting atleast 2 hits in, hatred leaves him at 3 HP if it all hits him, thats 10 damage minimum and up to like 40 damage if he uses scepter strike twice against 4 enemies Call gorilla, just make him infinitely reusable it would also make sense since there are more than 1 gorilla Good vibes, make the healing get split between all teammates similar to sacrifice+ so it isnt useless on duos while not absolutely game shattering op on full parties Venomshank, after the new linebounce nerf it isnt that bad tbh
@Jellyfish-the-seawing the player has to be REALLY dumb to summon cruel king while hatred is charged up, the scenario I mentioned still applies to any turn hatred isn't charged up
@@bobbywalls1239 spawns summon at the start of the battle, Summon attacks Hatred deals 27 damage to the summon Summon attacks again Hatred kills the summon Every cruel king attack does 5 damage, what is the point your trying to make here?
Power shot removes 1 damage from the shot for every 1 defense. Example: you do 5 damage normally, if the enemy has 2 defense and you use power shot, you do 3 damage.
It's supposed to be a direct attack upgrade but only the power shot can Pierce defense which costs SP vs the normal attack being very powerful and costing nothing. Power shot in my opinion shouldn't interact with defense at all, just make power shot hit harder through defense and up the cost 🤷 It doesn't have to cost the same as the sword cards @@FrostedStar2005
HP Drain was actually a buff. Offensive builds didn't even want to really run it regardless, but now, defensive/support builds have a way to get back 1 HP very easily just by attacking since it doesn't really change their damage output.
Good vibes can be nerfed by making you lose your next turn if woken up and make it cost 3BP instead, since the whole party getting an ice dagger every turn is strong (I would know since I abuse this card.)
idea call gorilla buff: make it be re-usable to battler logic behind it: cruel king there's technically 1 same for Red & Blue. but you seen alotta Gorillas so also would be point.
But Cruel King is already dead so whatever the reason is that lets you summon him could justify allowing you to resummon him. 'Cause what's collapsing gonna do? Kill him again?
From what i see from different comments about the call cards, i mixed them all together to get this: Make gorilla card infinite summons since it makes sense to me because there's alot of monkeys and only once for Red&Blue and Cruel King. Plus i like the idea where you can block for your summons. For my idea, make it so you can have atleast 2-3 summons on the board, because i think it would be great for solo players and would pave the wave for a summoner build
i think the once-per-battle summon change is a start to a reasonable rebalance, putting more of an emphasis on trying to keep summons alive instead of just letting them die, but we may need some more cards to support this playstyle. in ttyd, Partner badges exist for a reason. For Block Tales, we could use a Power Plus Alpha card to raise the base damage of summons, or a variant for defense
@@murbed.summons were NOT "slightly" above average. I honestly agree with the summoner nerf with the exclusion of gorilla (that should stay infinite, but cruel king especially deserved this)
@@murbed.summoner was fun but braindead to use, and honestly the nerf didn't change much out of your strategies except if you use cruel king, who can't kill enemies as fast as before
@@thatonedude920 the nerf changed the strategy of not using summons that are not named cruel king, it was just a quick way for summoners to be useless for the devs to make a change even tho only cruel king needed that big of nerf
I think they should make summon cards double their SP cost every time they die; that way, they're still useful for fighting bosses or multiple enemies but they require a lot more commitment, cause if you want to spam them they require a lot more commitment as you need to build your stats around SP management, and even then there's still a hard limit to the amount of times it takes to summon them, cause at one point they'll cost higher than your max SP. (i.e. Cruel King costs 10 sp at first, then 20, then 40, then 80 and so on)
I absolutely agree whit you about HP drain, the: "Get more damaged but recover more health" thing was absolutely fair, same thing whit SP drain whit the: "Abilities deals less damage but you can use more of them" thing. But now for HP drain is: "Have a supportive build? Dont worry! Now you dont have to worry about using heals ever again!" which is unfair because it doesn't mach the "drain ability" thing... ...But it is kind of good healing 3 HP every turn... ...Also I subscribed, keep it up!
In my opinion, Cruel King summon card is balanced enough as it is already very bulky and can be made basically invincible with a few cures. A way to make Call: Gorilla card be buffed is making it able to stack up to 3, and as a reference to the meme, the more stacked, +1 gorilla called and +1 HP to all ally gorillas on the field. So 1 Gorilla can be put to 10 HP, And 2 would be put to 11 HP, And 3 will be put to 12 HP. I believe that this is pretty reasonable considering how much attack power having 3 more allies do, and a buff so that 2 aoe attacks would remove all the hard work. Now this is pure opinion, but Call: Red 'n Blue need a buff. However, I found little way to buff them without making them unreasonably bulky or redundant later on in the story, so on the next chapter, Red n' Blue will give an "upgrade card" That is exclusive to the Call: Red n' Blue. It would increase all-around stats for the shorter description, +1 defense, +2 HP. And Red n' Blue being two seperate entities.
My idea for a gorilla call and future calls with not specific characters (aka calls with characters that can be infinite like gorilla) is that you can rather summon as many times as you want OR you would be able to stack those cards so you'll summon more than one ally in one turn (you'll still be able to call them in a battle once). Again, this will only work with calls like gorilla since they're not specific characters meanwhile cruel king or red n blue are specific characters and there can't be multiple of them
I honestly agree with thorns being nerfed way too hard. Thorns is straight up useless against enemies who you can’t counter (like bubonic plant or Bigfoot) sense you can only dodge they’re attacks, making it just lower you super guard window.
I used hp drain before and after the update and at first I was kinda annoyed but it kinda makes sense that if you survive longer your not gonna be able to do damage as fast.Also they fixed the fact that you could do less than 1 damage
I do agree with the cards that should be changed (But I'd change them differently) Thorns: you should be able to stack up to 5 again (that's it) Keep the affects as its high risk I rewards, your guard window is lowered and your defences are dropped but if you counter, you do a lot of damage back (to me, that seems right Line bounce: they should just increase both the sp and the bp cost and keep the strong damage that matches its now higher cost to use. Summon cards: just make them more expensive, limiting them to one call makes them kinda a dead slot in your deck, like yea sure while they're on the field they'll do extra damage and soak some up for you, but once there gone, thats it (so you better hope it counted) this hurts gorilla the most imo, that or change it to wear they are knocked out like party member and can possibly be revived, or will get up on their own after say like 3 turns. Venomshank: with the next sword most likely being something similar to an upgraded venomshank I think the affects should stay the same (maybe just pierce defence) and that's about it
The thorns change was unnecessary since you're already stacking 5 of them and halving your guard window. Making defense go down for each copy is not the way to balance a strictly defensive card and neither is limiting the copies. It would've been perfectly fine if they just made it 3 max and kept it the same but now the card is literally useless because defense buffs are almost all low level and last way too little turns to enable you to deal thorns damage safely. And it's even more unusable with hardmode now because -3 defense off a regular enemy in chapter 3 would take 10 HP off you and hardmode would just hit u with a -20 in one turn. There was no point in nerfing the defensive power of a defensive strategy
4:31 the new hp drain is now not too good on offensive builds, but great on support, as chances are, you will already have -3 attack, so some extra healing is good
For the HP and SP drain its a nerf for everyone EXCEPT slingshots users for some reason (if you have the IRON SWORD) You will always do 4 damage to whoever you are damaging if they have no defence if they have defence then yeah you have no choice but to use the big pellet or dynamite BUT IF YOU are a healer that use +3 healing cards or more and use summons all the times when possible (and especially healing your summons after the global summon nerf) That downside is practicly non existant Basicly Slingshot/3 healing card combo users suffers NO downside using both because the damage downside CAP at 3 and slingshot always shoot 4 projectiles so you are only in trouble when ennemies have defence and you have either No summons or no other players to back you up
Slingshot (and charge shot) always uses a minimum of 4 pellets and gains 1 pellet for every ATK or sword bonus. So yea it's retgood for support builds to be able to deal damage without status (rocket boots/venomshank), but your making it sound more complicated than it is.
Thorn : Remove Defense Penalty or Lower it BP cost Linebounce : It's supposed to be skill-based so the best option is just revert the change, We want big number not a easy to flick ball HP Drain : You are going to use it only on support build with -3 damage anyway, you are a pretty strange person if you mixed it with offense build but i respect you choice Power Shot : It just buff an already broken item, i don't think it need nerf Call Card : They are meant to be extra chip damage not you main expendible carry, Through i admit they suck now, They should be reusable like pre-nerf but cost more SP to Summon since Not everyone will have SP all the time for them and i find the initital release SP Cost a fair price for that (unsure why they nerf the SP Cost at first place) Call Gorilla : the nerf kill it, It purpose was to appear, take a hit and that, all for 3 SP and 2 BP, Now i'd put feel fine in over it Good Vibe : It don't need nerf, The ability itself is Too RNG Based as if Enemy pick you as target, You are nothing but a turn wasted Can't be use in solo too, The most reasonable thing is Increased BP Cost for it also don't forget enemy in future demo will hit harder and demand more SP to be dealt with This is nothing morethan a "Barely Enough" to what the next chapter have to offer, Keep in mind that the next chapter never getting easier, what you say OP now may came out just barely enough for whatever hell ahead in future.
Tbh venom shank didn’t need a nerf it did 6 damage and even with the buff you gave it it still would do 6 damage I think it should just stay the way it was before
@@Insert_nameing2 Honestly rocket boots is probably gonna be useless in the later chapters too, I didn’t even use rocket boots once in chapter 3 same thing with dynamite unless they get a buff they’re gonna be useless
I believe that the happy cards got nerfed way too hard. Three turns is far too infrequent to be useful. Without spending 6 BP to have 3 Happy cards active, it’s always better to defend or pass. Some people say it’s for the best to allow other cards to be used. But there are no other cards that help SP. Unless you sacrifice 1 ATK, there isn’t a single other SP regeneration card in the game. Overall, it needs to be there to fill its role, but with the nerf it’s practically useless.
I honestly think the line bounce nerf is completely fair cause it was overshadowing rocket launcher completely by hitting multiple targets and dealing more damage while also being able to hit all 4 enemies rather than only 4. This nerf makes launcher actually have somewhat some viability over ball now cause even with the 1 defense down to the target doesnt really do much justice for it either honestly and ball also already has softener card to do that. As for summons yeah this update honestly butchered summons to oblivion cruel king is still pretty solid but red and blue and gorilla are honestly useless now they shouldve just made it like a couple turns cooldown type system before you can summon them again instead of a 1 time per battle kind of thing
I think to keep CK's change and instead have him get the ability to summon guards from blackrock which vary from 1-3 hp and a low chance to summon a crony at 1 hp,
I think each summon should simply have a turn cooldown based on their stats so that they aernt spammable like before.For eg cruel king needs 12 turns to be resummoned again.Gorillas cooldown will be very short like 1 to 2 turns
They were harsh with the summoning cards. we get it they were op but why killing em and making em kind of useless to waste sp on based on every calling card, also can you make a video about best builds for each Weapon inside of the game
i honestly feel like the summons should be different per card, example: Cruel King could have 1 or 2 summons, Red and Blue 2 or 3 and Gorilla should have 3 or 4 but cruel king is strong altogether so the nerf was necessary but nerfing all summons is just a big no for me
powershot is basically a "nick" measuring contest with your enemies defense since ante up slingshot does 7 dmg against a helmet bandit it does 3 dmg cause of the helmets 4 defense
i feel like linebounce can be sort of nerfed like this instead: make it so that the Superball gives 1 dmg while the new versions of the ball (for now it's Hyperball) gives +1 to the original dmg.. Then, make it so that the card Baller, Ante Up and Power Rush affect the card so it's 4 dmg total for the linebounce..But because the game doesn't want to be 5 dmg after the Hyperball sooo make it that the first 2 enemies take full dmg then the 3rd and 4th enemies take half the dmg.. And ofc if they don't want to like increase the dmg, why not give it the ability to debuff all enemies it hits since alot of peoples say Baller should be sort of a supportive class..That is just my opinion tho.
“Venom shank, not too good but not too bad” so it’s balanced? I mean 5 dmg is good enough for me when it hits whole enemy party now that line bounce is nerfed
I don't think your venomshank buff Idea is a good idea, because think about it, let's say I'm in a battle and I focus 2 times and I countered the enemies attacks and I used the venomshank and it deals 2 base damage but deals 4 turns of poison it will not kill the enemies until they are finished attacking.
Linebounce needs a little buff. I’ll say 4 damage with Baller. I can see the reason for people not liking Call cards only being able to be used once. But just being able to use them over and over is op. I don’t think it’s good for you to be relying on the card. I do stand by like them being able to be used a certain amount of times depending on the call.
k can i just say: we need more sword abilities. the only ones we have are power stab and sword toss. there are only TWO sword moves for knight users but SEVEN ball moves for baller users. and if we're gonna get new sword abilities we NEED an AoE move for knights to use. maybe like a sword spin attack that pierces defense? or a passive for knights that allow sword energy moves to be more effective? i dunno i'm just throwin ideas here (and this is coming from a baller also MAKE LINEBOUNCE GREAT AGAIN)
@@sayo5204 FR like rocket needs an upgrade. maybe a rocket barrage ability of where they hit the enemy with more rockets? but then again what other skills would rocket have?
@@obinnamommoh185 since rocket is a AoE weapon I was thinking about something like a charged rocket ability that deals the same damage as a single target to all enemies (although would be pretty Op) or a card that increases the AoE but lowers damage the further an enemy is
I think sword is made to synergise with free ice/poison/fire since it's a single target weapon while ball is a debuffer/support sword wasn't made to have many abilities, just to synergise with other cards while ball is fine by itself
Good vibes is no OP let me explain. Good vibes is useless single player because you will immediately get hit out of good vibes so you have to use it in a party and when in a party of 2 you only get one turn. So you are giving up a team member for some hp and sp regen also in a party of 3 enemies get a 1.5 boost to their health. as well as in a party of 4, enemies get double their health and the game intends that the number of people in the party are all dealing damage. But good vibes takes a player out of the action making the enemies and the party last longer. On top of that enemies can still hit the player with good vibe making them lose the buff. But just looking at the stats makes it super OP but in battle it is not as good. Thank you for your time
Honestly, Linebounce was a very deserved nerf, but halved damage is extreme. Maybe instead it could have a reduced timing window with every successful bounce, because that sounds much more reasonable to neuter it's ability to wipe out many enemies at once, but keeps that high-skill play for those who master it. Also, the call-card nerf was too harsh in my eyes. Maybe instead the summon will be downed which you have to use Resurrect for, just like with teammates. Limiting the summons to a max of 1 per battle is needed if your summon can be downed rather than outright eliminated. Maybe also adding a nerf to support cards while equipped, such as Charge, Charge DEF and Resurrect to make it much fairer.
but still u need ante up now and the increase timing window it got makes ante line can be used again and not that hard for regulae player just like demo 1
@@aufabland1116 Linebounce's nerf was still deserved, it was just too overkill. Ante Up does restore it (somewhat) to it's former glory, but then it's further dependence on damage builds defeats the point of nerfing it in the first place. It could have been nerfed to smoothen out overall synergies with a variety of combinations rather than a way that makes it less viable, is what I'm trying to say.
Linebounce nerf made sense and wasn't overkill imo, the only grip i have is that the damage always rounds down, although ive been told that's due to the system they use, so i guess you can't do much about it even as a dev
i think linebounce should do -1 or 2 atk than however much you deal and call cards should increase in sp everytime you use them with no cap and a buff to gorilla but 2 less hp possibly
They should just make linebounce lower for 1 dmg than normal ball instead getting halved the dmg so like if you're ball deal 5 dmg linebounce deal 4 it just made it fair also increased the sp by 1 so it cost as same as power stab so even if you have sp saver it still cost 2 sp For thorn i agree with you but i think it wasn't enough for the nerf the attack window should be higher like 15% or 20% cuz player with high hp literally can just heal with ice dagger or food
You know if i very honest i think it would've been a better idea if line bounce was given 3 dmg instead lf 2 Dmg so that it's between good and bad but its jsut my opinion
The unfortunate thing with Power Shot is it has to compete with dynamite. Its use-case is having to kill an enemy with defense while playing knight-slingshot - however, if the enemy has two or more defense, dynamite is more efficient for damage. So, currently power shot's only uncontested utility is allowing a slingshot user to benefit from defense down on an enemy with no defense (as slingshot's basic attack doesn't deal bonus damage to enemies with def down). Outside of niche scenarios, this only has an impact in multiplayer.
Thumbnail says to nerf slingshot? Remember how it used to be shit if you met an enemy that had even just 1 def lol. I mean. Slingshot rn is completely insane. Without any charge cards i can deal 7 dmg. But i mean. Don't nerf it too much either. All I'm saying is. It's balanced. Right? Tho thorns totally deserves a re buff. It sucks now.
HP Drain is actually quite viable if you're fighting enemies with no defense using slingshot, as slingshot's odd damage properties make it still deal 4 damage even with - 3 attack (which is the cap for negative attack) I actually use 2 hp drains and 2 sp drains with a tank/healer build with slingshot and rocket launcher and it's pretty good for dealing decent damage while being pretty tanky I feel like it's better than it was before as of right now since you can use it alongside SP Drain/Cure/Resurrect with no drawback if you already have - 3 attack, the -1 defense would make it have the same problem as thorns imo
HP and SP drain can definitely be viable even if enemies have defense. You can use Ball and successfully do the command and you'll always do 1 damage doesn't matter what. While yes, Ball is vulnerable to spiky and flaming enemies, as far as I know enemies with those attributes have no defense. So you can freely use the slingshot for those. Also if I can ask what's your build?
@purple7602 oh you're right, I forgot that the 2nd ball hit always dealt 1 damage, so I guess ball+slingshot also works for using hp/sp drain efficiently (although I still think launcher is better because you can reduce defense for no BP, while for ball you'd need 1 BP for softener, but ball also let's you add other support abilities so I'd say that both can be equally good depending on the situation) As for my build, I had to change it a bit for buffed pit floor 39, for which I used Defender Defense+ 1 HP drain 2 SP drain 2 cures 1 resurrect 1 deep focus Item+ Lucky start Rocket Launcher Slingshot Besides that battle it's more or less the same but instead of item+ and lucky start I'd use more hp/sp drains and call: cruel king Just a side note: I mostly play multiplayer, I think my build works best for that but its also somewhat viable in single player, but im sure there are far better single player builds
@vibreart.mp3 The thing with the launcher is that if the enemies have like 2 defense it won't do any damage so HP and SP drain won't work. Whereas if you use Ball's basic attack with no bp cost, you'll always do 1 damage doesn't matter what. Also nice build you have, we have similar cards. Mine is: 50 HP 5 SP 30 BP Slightshot Launcher/Ball (it depends on battle) 2 Cures 1 Resurrect 2 SP drains 3 HP drains 2 Sacrifice 1 Deep Focus 1 Safe Guard 3 HP+ 1 Defender 1 Defend+ It's mostly a Tank/Support build
@@midnightvibes09 oh yeah our builds are pretty similar (I forgot to mention I also use sp saver though) As for 2 defense enemies, yeah you're right but since I'm in multiplayer I usually let the others deal with those, otherwise I just slowly spam venomshank
@vibreart.mp3 Yes I understand. I also use Launcher more than Ball because of the splash as well plus the defense down helps others do damage. I actually considered using SP Saver, but I preferred to use the additional HP drain for faster self healing and the 2 Sacrifices for emergency heals for everyone in the party. I also use Biscuits and Green Teas for further healing. Green teas can be converted to Matcha Dorayaki, so it's 5 HP and 5 SP to everyone alongside 0.75 SE. It's pretty much a free level of SE with a single item, adding in the healing and SP. If heals are needed the next turn, an Ice Dagger can be used. With everything combined imo this is the ultimate support and tank build for partys.
Bruh they doubled the window action you have 2x more room to not make that mistake (like exemple instead of having like 0.5 sec to time the attack you have a full second) if they revert the timing back to its previous state yeah ok fair enough but when the opportunity to hit each ennemies is that easy there is nooooo need to make it easier
The Block Tales Fandom is becoming the TBB Fandom omg Like,us,Tumorians, can't support an 5 dmg nerf,while the Block Talians can support an Nerf practically everything-
THEY MURDERED THE KAMIKAZI BUILD D: sacrifice+ now costs 50% and distributes that 50% through your teammates, so instead of oofing yourself and distrubuting your whole hp now its only 50%, still revives all teammates and anchor is now 2 bp which is not a big deal since it now heals 10 instead o 8, but now you cant trigger anchor with sacrifice+ so the kamikazi build died, also other changes, deep focus is now 20% sword energy instead of 12% and call: cruel king is now 10 sp.
Last time I use this background footage I swear
Ok
Broooooooooooooooooooo
Why you swear
Make every video use this background but at 1% visibility
@@Reynnan123 broooooooooooooooooooooooooo. Why you Ask that
They should make it so when a summon (not including gorilla) dies, They simply go down like the player, And could be revived with revival items.
This would actually be such a good change
@@ThePumpkin_Master yeah, Would also give the revive card more solo uses then “You died lol, Here’s a second chance.”
@@Jellyfish-the-seawingSomeone talk to the devs about this, this is better than just flat out making the summons obsolete.
Well what if you want to use 2 summons
Honestly that sounds like a great idea, I would love to have that.
11:31 Guys… pre-nerf venomshank did 3 base dmg and 2 turns of poison. They just flipped the values around.
Yea still 5 total damage.
Difference is that it takes a little longer now to receive it.
Devs when people making meta decks:
Devs don messed up an aggro baller build i was using 😭
I use a knight charge power stab build, ITS SO GOOD
@@KarenRodriguez-ug2mbreplace charge with frice
@@j-hk2kdshrimp friced
@@j-hk2kd 👍
my opinion on buffing gorilla card is like give it 10 caps of summons.. the point of gorilla card in block tales is just for cheap spamable meatshield for solo.
Hey, We can fight infinite gorillas in the forest, Let’s spawn infinite!
they dunked on the summons WAY too hard bro
@@Jellyfish-the-seawing in case they make summons has limit, so I think 10 or 12 gorillas is fair limit
My personal take on how to nerf call cards without them losing most purpose: have it diminish each summon - make it cost more SP and spawn with less HP to incentivise keeping summons alive rather than always having them be meatshields.
For example:
Call Gorilla -
1st summon - 3SP, 10HP
2nd summon - 4SP, 9HP
3rd summon - 5SP, 8HP
…
Call Red’n’Blue -
1st summon - 6SP, 20HP
2nd summon - 8SP, 18HP
3rd summon - 10SP, 16HP
…
Call Cruel King -
1st summon - 9SP, 30HP
2nd summon - 12SP, 27HP
3rd summon - 15SP, 24HP
…
I like this idea as we’ve already seen red and blue forget to heal before a fight (noobador)
Gorilla shouldnt have that, it shoul have like 10 summons with no drawbacks since its an expendable enemy in the game
@@pokade3659 I suppose. I just wanted to keep the 1:2:3 increment ratio that the other summons had. Besides, I’d rather Gorilla just gets an attack/defence boost to help it out a little - a bit of a glass canon if you will.
I like this idea way more than any other (turn cooldown,limited uses)
Oh so they nerfed Linebounce. I was so confused when I was using it in demo 3 and just failing so much, I legit thought I was way worse then I was before.
fr I KNEW something was off about the timing, considering I was able to land ANY other ball ability just fine.
the update log said they doubled the timing window for linebounce so it should’ve been easier to land
Nah this nerf also doubled linebounce timing. This nerf was yesterday too.
i feel like you could still take advantage of linebounce, especially with the robar
but yes, it does do too little damage now
for the call cards ik its weird but i would do like that they would get downed and we could revive then with the ressurect card
Baller build user here: even with baller, + first strike does 1 damage still. even on enemies without defense.
Am switching to knight, line bounds is one of the cards that you can't make a baller built without line bound. Am sad cuz i liked it :(. At least fire ball builts are alive
@@Whompwhoup fireball is bascially all i used besides linebounce. KNIGHT CARD IM SORRY I SLEPT ON YOU, THE FREE ICE, FIRE AND POISON I WILL CHERISH YOU
@@feistycascade4522 ngl fire ball builts can be op if your good. But really, alot of people kinda sleep on knight. Cuz ball has more op builts and stuff. Knight is good too
@@feistycascade4522Enjoy your 9 turns of poison.
Power shot is the alternative of Power stab and Sword toss it costing 2 BP and uses 3 sp is reasonable,bc u mostly not gonna use it and only use it to enemy with def.also, power shot do the base dmg of your sling shot for example if it does 7 dmg then power shot do 7 dmg too but if the enemy have maybe 1, the dmg got decrease by the amount of def the enemy have. Sling shot doesnt need sp to do massive dmg unlike sword so giving it a card that somewhat remove its weakness just like sword with sword toss makes the Power Shot more viable as DPS Single Target. (It Doesn't Pierces Defense)
Thorns: Just remove the guarding window debuff, That will make it that thorns are a skill that skilled players will only use.
Line bounce: It does not need a change, it can hit as much enemy's as it wants its not suppose to be used to destroy every enemy in the lane, that's what the regular ball move is used for. If I had to make a change to line bounce, Instead of the ball bouncing off frame when it hits the last enemy, make it explode dealing +1 dmg to the last enemy it hits.
HP drain: HP drain is for tanks and supports that uses ball first move, because it guarantees 1 dmg meaning no matter how much hp or sp drain you have stacked, you will always activate the card.
Power shot: It's fine.
Summoner cards: The summon cards is fine itself. What the developers should do is add another card in the game called "coach" were you can dodge for your summoned card, but the dodge window is reduced by 65% (Lasts 3 turns)
Good vibes: Good vibes is my favorite card but I agree its too strong, changes I will make is good vibes wont effect the user.
Venom Shank: The sword should have something called "Lethal Poison", pretty much doubles the poison dmg and they get poisoned for 3 turns.
HP Drain is now like it's Paper Mario counterpart. In Paper Mario you lose 1 attack when equipped to heal 1 HP per successful action command. Yeah... They're useless with the -1 attack... As damage is everything lol
I think a good upgrade would be to make it even more like Paper Mario, and heal you based on how many times you hit the enemy with a certain cap. Like, you only heal once per sword, but 2 by using ball, and up to 3-5 HP when using Slingshot
@@julitoxcastro8983too meta
It’s pretty good if you’re running a tank build, as you can stack a bunch of support or drain cards that all have -1 damage and have all of them cancel out as the minimum damage is 1, and the maximum damage reduction is -3. This gets even better with the slingshot, as it has a minimum shot count of 4, meaning you can do decent damage whilst still having crazy support and self sustain tools
I think if they also made it so ALL super guards proc thorns.
If you're fighting a melee dodge attack you HAVE to block to proc thorns, or it just doesn't proc.
A animation where white spikes sprout from the user would make it make sense.
They shouldve just made it so that the sp cost of summons multiply by 1.5x after using it once (rounded down). This makes it so that more expensive summons such as Cruel King gradually become more harder as you summon him, while summons such as Gorilla will only slowly get more expensive due to its low sp cost
Ok that's a good change that will make it fully balanced
everyone: HP drain nerf doesn't change anything because it's only used in support builds
me: cries in knight
But good vibes has its downsides, because you have to be asleep for 2 turns to get your so back, maybe just increase the sp cost
I think im also gonna give some opinion on the nerfs because why not
Thorns should only cost 1 BP and thats it, thorns is actually really useful on challenge runs with hardmode
Linebounce should still do halved damage but it rounds up (with rounds up i mean if you have 3 damage and it halves to 1.5, it rounds to 2 instead of 1)
Power shot doesnt need a buff, it fills its role perfectly
On the summon cards, fair enough prior to this nerf cruel king was on S tier in 95% of tier lists, cruel king will also always be getting atleast 2 hits in, hatred leaves him at 3 HP if it all hits him, thats 10 damage minimum and up to like 40 damage if he uses scepter strike twice against 4 enemies
Call gorilla, just make him infinitely reusable it would also make sense since there are more than 1 gorilla
Good vibes, make the healing get split between all teammates similar to sacrifice+ so it isnt useless on duos while not absolutely game shattering op on full parties
Venomshank, after the new linebounce nerf it isnt that bad tbh
Don’t forget that hatred can just deal 60 damage in one turn, Instantly killing cruel king.
@Jellyfish-the-seawing the player has to be REALLY dumb to summon cruel king while hatred is charged up, the scenario I mentioned still applies to any turn hatred isn't charged up
@@Reynnan123 you know that a person can spawn the summon at the start of the battle but it will just die to that attack right?
@@bobbywalls1239 spawns summon at the start of the battle,
Summon attacks
Hatred deals 27 damage to the summon
Summon attacks again
Hatred kills the summon
Every cruel king attack does 5 damage, what is the point your trying to make here?
devs trying to not completly kill something people think is good:
Power shot removes 1 damage from the shot for every 1 defense. Example: you do 5 damage normally, if the enemy has 2 defense and you use power shot, you do 3 damage.
Uh, is this a nerf suggestion or a tip, cuz that was already implemented...
hey buddy
that's how defense works
They should make it pierce half defense like the sword does
@@trollsansofficialThat would just make slingshot a direct upgrade from Sword.
It's supposed to be a direct attack upgrade but only the power shot can Pierce defense which costs SP vs the normal attack being very powerful and costing nothing. Power shot in my opinion shouldn't interact with defense at all, just make power shot hit harder through defense and up the cost 🤷 It doesn't have to cost the same as the sword cards @@FrostedStar2005
HP Drain was actually a buff. Offensive builds didn't even want to really run it regardless, but now, defensive/support builds have a way to get back 1 HP very easily just by attacking since it doesn't really change their damage output.
I actually was one of the people who used it before the change. Loved the old one more tbh (used to be offence user) now i just play support heh
i spammed HP drain before the nerf (im a knight build)
@@seanzamidar5771 real
Well now red & blue and gorilla is useless at all because the only way to use them was using them as meatshields, but now you can't
Good vibes can be nerfed by making you lose your next turn if woken up and make it cost 3BP instead, since the whole party getting an ice dagger every turn is strong (I would know since I abuse this card.)
idea call gorilla buff:
make it be re-usable to battler
logic behind it: cruel king there's technically 1 same for Red & Blue. but you seen alotta Gorillas so also would be point.
But Cruel King is already dead so whatever the reason is that lets you summon him could justify allowing you to resummon him. 'Cause what's collapsing gonna do? Kill him again?
From what i see from different comments about the call cards, i mixed them all together to get this:
Make gorilla card infinite summons since it makes sense to me because there's alot of monkeys and only once for Red&Blue and Cruel King. Plus i like the idea where you can block for your summons. For my idea, make it so you can have atleast 2-3 summons on the board, because i think it would be great for solo players and would pave the wave for a summoner build
i think the once-per-battle summon change is a start to a reasonable rebalance, putting more of an emphasis on trying to keep summons alive instead of just letting them die, but we may need some more cards to support this playstyle.
in ttyd, Partner badges exist for a reason. For Block Tales, we could use a Power Plus Alpha card to raise the base damage of summons, or a variant for defense
Devs:we absolutely murdered ballers.Knights, yall are our next victims...
they also murdered half of the support builds, summoner was so fun but devs ofc had to nerf smth the moment it becomes meta
@@murbed.summons were NOT "slightly" above average. I honestly agree with the summoner nerf with the exclusion of gorilla (that should stay infinite, but cruel king especially deserved this)
@@murbed.summoner was fun but braindead to use, and honestly the nerf didn't change much out of your strategies except if you use cruel king, who can't kill enemies as fast as before
@@thatonedude920 the nerf changed the strategy of not using summons that are not named cruel king, it was just a quick way for summoners to be useless for the devs to make a change even tho only cruel king needed that big of nerf
I think they should make summon cards double their SP cost every time they die; that way, they're still useful for fighting bosses or multiple enemies but they require a lot more commitment, cause if you want to spam them they require a lot more commitment as you need to build your stats around SP management, and even then there's still a hard limit to the amount of times it takes to summon them, cause at one point they'll cost higher than your max SP. (i.e. Cruel King costs 10 sp at first, then 20, then 40, then 80 and so on)
I absolutely agree whit you about HP drain, the: "Get more damaged but recover more health" thing was absolutely fair, same thing whit SP drain whit the: "Abilities deals less damage but you can use more of them" thing. But now for HP drain is: "Have a supportive build? Dont worry! Now you dont have to worry about using heals ever again!" which is unfair because it doesn't mach the "drain ability" thing...
...But it is kind of good healing 3 HP every turn...
...Also I subscribed, keep it up!
In my opinion, Cruel King summon card is balanced enough as it is already very bulky and can be made basically invincible with a few cures.
A way to make Call: Gorilla card be buffed is making it able to stack up to 3, and as a reference to the meme, the more stacked, +1 gorilla called and +1 HP to all ally gorillas on the field.
So 1 Gorilla can be put to 10 HP,
And 2 would be put to 11 HP,
And 3 will be put to 12 HP.
I believe that this is pretty reasonable considering how much attack power having 3 more allies do, and a buff so that 2 aoe attacks would remove all the hard work.
Now this is pure opinion, but Call: Red 'n Blue need a buff. However, I found little way to buff them without making them unreasonably bulky or redundant later on in the story, so on the next chapter, Red n' Blue will give an "upgrade card" That is exclusive to the Call: Red n' Blue.
It would increase all-around stats for the shorter description, +1 defense, +2 HP. And Red n' Blue being two seperate entities.
My idea for a gorilla call and future calls with not specific characters (aka calls with characters that can be infinite like gorilla) is that you can rather summon as many times as you want OR you would be able to stack those cards so you'll summon more than one ally in one turn (you'll still be able to call them in a battle once). Again, this will only work with calls like gorilla since they're not specific characters meanwhile cruel king or red n blue are specific characters and there can't be multiple of them
I honestly agree with thorns being nerfed way too hard. Thorns is straight up useless against enemies who you can’t counter (like bubonic plant or Bigfoot) sense you can only dodge they’re attacks, making it just lower you super guard window.
I genuinely love you for saying buff power shot my friend I play block tales with all always throws a temper tantrum because of sling shot
I used hp drain before and after the update and at first I was kinda annoyed but it kinda makes sense that if you survive longer your not gonna be able to do damage as fast.Also they fixed the fact that you could do less than 1 damage
I do agree with the cards that should be changed (But I'd change them differently)
Thorns: you should be able to stack up to 5 again (that's it) Keep the affects as its high risk I rewards, your guard window is lowered and your defences are dropped but if you counter, you do a lot of damage back (to me, that seems right
Line bounce: they should just increase both the sp and the bp cost and keep the strong damage that matches its now higher cost to use.
Summon cards: just make them more expensive, limiting them to one call makes them kinda a dead slot in your deck, like yea sure while they're on the field they'll do extra damage and soak some up for you, but once there gone, thats it (so you better hope it counted) this hurts gorilla the most imo, that or change it to wear they are knocked out like party member and can possibly be revived, or will get up on their own after say like 3 turns.
Venomshank: with the next sword most likely being something similar to an upgraded venomshank I think the affects should stay the same (maybe just pierce defence)
and that's about it
The thorns change was unnecessary since you're already stacking 5 of them and halving your guard window. Making defense go down for each copy is not the way to balance a strictly defensive card and neither is limiting the copies. It would've been perfectly fine if they just made it 3 max and kept it the same but now the card is literally useless because defense buffs are almost all low level and last way too little turns to enable you to deal thorns damage safely. And it's even more unusable with hardmode now because -3 defense off a regular enemy in chapter 3 would take 10 HP off you and hardmode would just hit u with a -20 in one turn. There was no point in nerfing the defensive power of a defensive strategy
REVERT THE CALL CARD NERF!!! devs are kneecapping the summoner build before it really gets legs :(
Damn
Fr remove the cap for gorilla and increase it for king and red n blue
They should make it so you can just revive them (if they die, they’d act like a down player.)
call card nerf was deserved (maybe not for gorilla)
4:31 the new hp drain is now not too good on offensive builds, but great on support, as chances are, you will already have -3 attack, so some extra healing is good
For the HP and SP drain its a nerf for everyone
EXCEPT slingshots users for some reason (if you have the IRON SWORD) You will always do 4 damage to whoever you are damaging if they have no defence if they have defence then yeah you have no choice but to use the big pellet or dynamite
BUT IF YOU are a healer that use +3 healing cards or more and use summons all the times when possible (and especially healing your summons after the global summon nerf) That downside is practicly non existant
Basicly Slingshot/3 healing card combo users suffers NO downside using both because the damage downside CAP at 3 and slingshot always shoot 4 projectiles so you are only in trouble when ennemies have defence and you have either No summons or no other players to back you up
what are you tweaking bro slingshot got damage buff from iron sword from chap 2😭
@@quanggthefnfsourcecoderreal mah bad i'm working on 3 hours of sleep and i'm just waiting for dinner before going to bed rn
Slingshot (and charge shot) always uses a minimum of 4 pellets and gains 1 pellet for every ATK or sword bonus.
So yea it's retgood for support builds to be able to deal damage without status (rocket boots/venomshank), but your making it sound more complicated than it is.
@@thaias9654 i'm overcomplicating everything i like sorry about that
@sonicletrol4501 you said you were on 3 hours of sleep, it is a perfectly understandable error.
Thorn : Remove Defense Penalty or Lower it BP cost
Linebounce : It's supposed to be skill-based so the best option is just revert the change, We want big number not a easy to flick ball
HP Drain : You are going to use it only on support build with -3 damage anyway, you are a pretty strange person if you mixed it with offense build but i respect you choice
Power Shot : It just buff an already broken item, i don't think it need nerf
Call Card : They are meant to be extra chip damage not you main expendible carry, Through i admit they suck now, They should be reusable like pre-nerf but cost more SP to Summon since Not everyone will have SP all the time for them and i find the initital release SP Cost a fair price for that (unsure why they nerf the SP Cost at first place)
Call Gorilla : the nerf kill it, It purpose was to appear, take a hit and that, all for 3 SP and 2 BP, Now i'd put feel fine in over it
Good Vibe : It don't need nerf, The ability itself is Too RNG Based as if Enemy pick you as target, You are nothing but a turn wasted
Can't be use in solo too, The most reasonable thing is Increased BP Cost for it also don't forget enemy in future demo will hit harder and demand more SP to be dealt with
This is nothing morethan a "Barely Enough" to what the next chapter have to offer, Keep in mind that the next chapter never getting easier, what you say OP now may came out just barely enough for whatever hell ahead in future.
Tbh venom shank didn’t need a nerf it did 6 damage and even with the buff you gave it it still would do 6 damage I think it should just stay the way it was before
Venomshank feels almost useless tbh even before the buff i immediately realized how useless it will be in future chapters
@@Insert_nameing2 Honestly rocket boots is probably gonna be useless in the later chapters too, I didn’t even use rocket boots once in chapter 3 same thing with dynamite unless they get a buff they’re gonna be useless
@ yea theyre barley gonna be of any use
I believe that the happy cards got nerfed way too hard. Three turns is far too infrequent to be useful. Without spending 6 BP to have 3 Happy cards active, it’s always better to defend or pass. Some people say it’s for the best to allow other cards to be used. But there are no other cards that help SP. Unless you sacrifice 1 ATK, there isn’t a single other SP regeneration card in the game. Overall, it needs to be there to fill its role, but with the nerf it’s practically useless.
I honestly think the line bounce nerf is completely fair cause it was overshadowing rocket launcher completely by hitting multiple targets and dealing more damage while also being able to hit all 4 enemies rather than only 4. This nerf makes launcher actually have somewhat some viability over ball now cause even with the 1 defense down to the target doesnt really do much justice for it either honestly and ball also already has softener card to do that. As for summons yeah this update honestly butchered summons to oblivion cruel king is still pretty solid but red and blue and gorilla are honestly useless now they shouldve just made it like a couple turns cooldown type system before you can summon them again instead of a 1 time per battle kind of thing
I think to keep CK's change and instead have him get the ability to summon guards from blackrock which vary from 1-3 hp and a low chance to summon a crony at 1 hp,
Devs when people makes op/fun builds: mods nerf *those items/cards* to the deepest depths of hell
I think each summon should simply have a turn cooldown based on their stats so that they aernt spammable like before.For eg cruel king needs 12 turns to be resummoned again.Gorillas cooldown will be very short like 1 to 2 turns
i think for the Good Vibes nerf is need to have decrease its heal by 1 so its 3 hp per card
They were harsh with the summoning cards. we get it they were op but why killing em and making em kind of useless to waste sp on based on every calling card, also can you make a video about best builds for each
Weapon inside of the game
I was shocked when i first found this out. I was in the risk of dying and i wanted to summoned cruel king again but nope
The gorilla one especially wasn't the entire point for it to be a cheap and expendable meatshield that can be replaced right after it dies?
i honestly feel like the summons should be different per card, example:
Cruel King could have 1 or 2 summons,
Red and Blue 2 or 3
and Gorilla should have 3 or 4
but cruel king is strong altogether so the nerf was necessary but nerfing all summons is just a big no for me
powershot is basically a "nick" measuring contest with your enemies defense since ante up slingshot does 7 dmg against a helmet bandit it does 3 dmg cause of the helmets 4 defense
i feel like linebounce can be sort of nerfed like this instead: make it so that the Superball gives 1 dmg while the new versions of the ball (for now it's Hyperball) gives +1 to the original dmg..
Then, make it so that the card Baller, Ante Up and Power Rush affect the card so it's 4 dmg total for the linebounce..But because the game doesn't want to be 5 dmg after the Hyperball sooo make it that the first 2 enemies take full dmg then the 3rd and 4th enemies take half the dmg..
And ofc if they don't want to like increase the dmg, why not give it the ability to debuff all enemies it hits since alot of peoples say Baller should be sort of a supportive class..That is just my opinion tho.
Linebounce is nerfed, :C
they also indirectly nerfed thorns, barely any enemy in c3 has a counteranle attack, and if it does its not a boss.
“Venom shank, not too good but not too bad” so it’s balanced? I mean 5 dmg is good enough for me when it hits whole enemy party now that line bounce is nerfed
I don't think your venomshank buff Idea is a good idea, because think about it, let's say I'm in a battle and I focus 2 times and I countered the enemies attacks and I used the venomshank and it deals 2 base damage but deals 4 turns of poison it will not kill the enemies until they are finished attacking.
Fair point but I feel like it should be more focused on poison damage since it is the poison sword
me when devs nerf good cards but buff bad cards (unbelievable)
Linebounce needs a little buff. I’ll say 4 damage with Baller.
I can see the reason for people not liking Call cards only being able to be used once. But just being able to use them over and over is op. I don’t think it’s good for you to be relying on the card. I do stand by like them being able to be used a certain amount of times depending on the call.
im gona be real with yall i think gorilla should be free to summon and give you exhastion if we still want it as the "cheap weak summon"
Devs when seeing a slightly good card NERF
k can i just say: we need more sword abilities. the only ones we have are power stab and sword toss. there are only TWO sword moves for knight users but SEVEN ball moves for baller users. and if we're gonna get new sword abilities we NEED an AoE move for knights to use. maybe like a sword spin attack that pierces defense? or a passive for knights that allow sword energy moves to be more effective? i dunno i'm just throwin ideas here
(and this is coming from a baller also MAKE LINEBOUNCE GREAT AGAIN)
Imo sword is fine as a high single target damage weapon but rocket NEEDS cards. It's literally the worst weapon Rn
@@sayo5204 FR like rocket needs an upgrade. maybe a rocket barrage ability of where they hit the enemy with more rockets? but then again what other skills would rocket have?
@@obinnamommoh185 since rocket is a AoE weapon I was thinking about something like a charged rocket ability that deals the same damage as a single target to all enemies (although would be pretty Op) or a card that increases the AoE but lowers damage the further an enemy is
I think sword is made to synergise with free ice/poison/fire since it's a single target weapon while ball is a debuffer/support
sword wasn't made to have many abilities, just to synergise with other cards while ball is fine by itself
the summon change should only apply to call cruel king and not the other summon cards
Good vibes is no OP let me explain.
Good vibes is useless single player because you will immediately get hit out of good vibes so you have to use it in a party and when in a party of 2 you only get one turn. So you are giving up a team member for some hp and sp regen also in a party of 3 enemies get a 1.5 boost to their health. as well as in a party of 4, enemies get double their health and the game intends that the number of people in the party are all dealing damage. But good vibes takes a player out of the action making the enemies and the party last longer. On top of that enemies can still hit the player with good vibe making them lose the buff. But just looking at the stats makes it super OP but in battle it is not as good.
Thank you for your time
They need to buff sp drain 😔
Bro, the allies nerf is so bad, why did they do that.
Honestly, Linebounce was a very deserved nerf, but halved damage is extreme. Maybe instead it could have a reduced timing window with every successful bounce, because that sounds much more reasonable to neuter it's ability to wipe out many enemies at once, but keeps that high-skill play for those who master it.
Also, the call-card nerf was too harsh in my eyes. Maybe instead the summon will be downed which you have to use Resurrect for, just like with teammates. Limiting the summons to a max of 1 per battle is needed if your summon can be downed rather than outright eliminated.
Maybe also adding a nerf to support cards while equipped, such as Charge, Charge DEF and Resurrect to make it much fairer.
Yes I think the nerf was deserved but it got nerfed a bit to hard
but still u need ante up now and the increase timing window it got makes ante line can be used again and not that hard for regulae player just like demo 1
@@aufabland1116 Linebounce's nerf was still deserved, it was just too overkill. Ante Up does restore it (somewhat) to it's former glory, but then it's further dependence on damage builds defeats the point of nerfing it in the first place.
It could have been nerfed to smoothen out overall synergies with a variety of combinations rather than a way that makes it less viable, is what I'm trying to say.
@@Future_FriendRBLX yeah its only somewhat good at first turn now or u know an opening attack that lowers every enemy
Linebounce nerf made sense and wasn't overkill imo, the only grip i have is that the damage always rounds down, although ive been told that's due to the system they use, so i guess you can't do much about it even as a dev
burger king.
They nerfed ice king
8sp → 10 sp (expensive)
5 damage → 3 damage ( lower the damage)
just scepter strike, scepter smack still deals 5 damage
@thatonedude920 o
The nerf made my baller build sooooo bad y did they do this to line bounce
i think linebounce should do -1 or 2 atk than however much you deal and call cards should increase in sp everytime you use them with no cap and a buff to gorilla but 2 less hp possibly
They also nerfed prayer to not one shot hatred anymore so it’s kinda useless..
NO MY CHRISTIAN BUILDD 😭 😭
actually they nerfed it so that it'll only one shot hatred after under 10hp
Cruel king should be 2 or 3
Red n blue should be 4
Gorrilla should infinite it a pretty balanced card. Also spamming gorrila is funny
They made linebouce * for those who just attacks and not charges…
Is it just me or did they just buff hatred and fear cuz if they did that makes like no sense why would you do that
hatred wasn't buffed, fear was kind of buffed, it's attack cues are mistimed and/or too silent to hear, but devs said that would be fixed soon.
They should just make linebounce lower for 1 dmg than normal ball instead getting halved the dmg so like if you're ball deal 5 dmg linebounce deal 4 it just made it fair also increased the sp by 1 so it cost as same as power stab so even if you have sp saver it still cost 2 sp
For thorn i agree with you but i think it wasn't enough for the nerf the attack window should be higher like 15% or 20% cuz player with high hp literally can just heal with ice dagger or food
Line bounce was nerfed so hard bruh 😔
You know if i very honest i think it would've been a better idea if line bounce was given 3 dmg instead lf 2 Dmg so that it's between good and bad but its jsut my opinion
call gorlia got a change in all call cards nerf it got denfse pirce (also ur footage is outdated since they over buffed pit 31-39)
I agree with linebounce buff its useless now
11:03 WE NEED A GHOSTWALKER BUFF BRUH
I use a anti up 3 charge launcher build, its such a good for me
0:00 you sound like that one guy who drinks something and then pours it all over himself
Devs when Enemies using AoE attack: 🌻😊
Devs when Player using AoE attack: 🌻😡
The unfortunate thing with Power Shot is it has to compete with dynamite. Its use-case is having to kill an enemy with defense while playing knight-slingshot - however, if the enemy has two or more defense, dynamite is more efficient for damage. So, currently power shot's only uncontested utility is allowing a slingshot user to benefit from defense down on an enemy with no defense (as slingshot's basic attack doesn't deal bonus damage to enemies with def down). Outside of niche scenarios, this only has an impact in multiplayer.
Only thing i disagree with you is the call cards but I think gorilla called to have more calls though
Thumbnail says to nerf slingshot? Remember how it used to be shit if you met an enemy that had even just 1 def lol. I mean. Slingshot rn is completely insane. Without any charge cards i can deal 7 dmg. But i mean. Don't nerf it too much either. All I'm saying is. It's balanced. Right? Tho thorns totally deserves a re buff. It sucks now.
You wildin ngl
HP Drain is actually quite viable if you're fighting enemies with no defense using slingshot, as slingshot's odd damage properties make it still deal 4 damage even with - 3 attack (which is the cap for negative attack)
I actually use 2 hp drains and 2 sp drains with a tank/healer build with slingshot and rocket launcher and it's pretty good for dealing decent damage while being pretty tanky
I feel like it's better than it was before as of right now since you can use it alongside SP Drain/Cure/Resurrect with no drawback if you already have - 3 attack, the -1 defense would make it have the same problem as thorns imo
HP and SP drain can definitely be viable even if enemies have defense. You can use Ball and successfully do the command and you'll always do 1 damage doesn't matter what. While yes, Ball is vulnerable to spiky and flaming enemies, as far as I know enemies with those attributes have no defense. So you can freely use the slingshot for those. Also if I can ask what's your build?
@purple7602 oh you're right, I forgot that the 2nd ball hit always dealt 1 damage, so I guess ball+slingshot also works for using hp/sp drain efficiently (although I still think launcher is better because you can reduce defense for no BP, while for ball you'd need 1 BP for softener, but ball also let's you add other support abilities so I'd say that both can be equally good depending on the situation)
As for my build, I had to change it a bit for buffed pit floor 39, for which I used
Defender
Defense+
1 HP drain
2 SP drain
2 cures
1 resurrect
1 deep focus
Item+
Lucky start
Rocket Launcher
Slingshot
Besides that battle it's more or less the same but instead of item+ and lucky start I'd use more hp/sp drains and call: cruel king
Just a side note: I mostly play multiplayer, I think my build works best for that but its also somewhat viable in single player, but im sure there are far better single player builds
@vibreart.mp3 The thing with the launcher is that if the enemies have like 2 defense it won't do any damage so HP and SP drain won't work. Whereas if you use Ball's basic attack with no bp cost, you'll always do 1 damage doesn't matter what. Also nice build you have, we have similar cards. Mine is:
50 HP
5 SP
30 BP
Slightshot
Launcher/Ball (it depends on battle)
2 Cures
1 Resurrect
2 SP drains
3 HP drains
2 Sacrifice
1 Deep Focus
1 Safe Guard
3 HP+
1 Defender
1 Defend+
It's mostly a Tank/Support build
@@midnightvibes09 oh yeah our builds are pretty similar (I forgot to mention I also use sp saver though)
As for 2 defense enemies, yeah you're right but since I'm in multiplayer I usually let the others deal with those, otherwise I just slowly spam venomshank
@vibreart.mp3 Yes I understand. I also use Launcher more than Ball because of the splash as well plus the defense down helps others do damage. I actually considered using SP Saver, but I preferred to use the additional HP drain for faster self healing and the 2 Sacrifices for emergency heals for everyone in the party. I also use Biscuits and Green Teas for further healing. Green teas can be converted to Matcha Dorayaki, so it's 5 HP and 5 SP to everyone alongside 0.75 SE. It's pretty much a free level of SE with a single item, adding in the healing and SP. If heals are needed the next turn, an Ice Dagger can be used. With everything combined imo this is the ultimate support and tank build for partys.
I’m gonna explode because of the update 6:19
They need to buff linebounce by making it so that U can land all hits if U time the first one, it will be a lot easier
Dude....are you saying that all you need to do is time linebounce like the normal ball attack?
Bruh they doubled the window action you have 2x more room to not make that mistake
(like exemple instead of having like 0.5 sec to time the attack you have a full second)
if they revert the timing back to its previous state yeah ok fair enough but when the opportunity to hit each ennemies is that easy there is nooooo need to make it easier
@nadifsyahputra8493 yes
@@sonicletrol4501 bro they still need to buff it cuz launcher is currently the same level as linebounce I think
@@quickhallsshow576you get linebounce at the FREAKING EARLY GAME
the nerf was absoloutely deserved since getting lb that soon is just absurd
The Block Tales Fandom is becoming the TBB Fandom omg
Like,us,Tumorians, can't support an 5 dmg nerf,while the Block Talians can support an Nerf practically everything-
3 thorns: KAMIKAZIIIII
LEAST GIVE US TROWEL AND KANTNA AND MACE BEFORE NERFING LINEBPUNCE RAHHH
idek how to get good vibes lol
U can get one at sketchy figure near bizvile hotel
@@Anomal_09 where is that sketchy figure-
@@randomproduction9769bro 💀
THEY MURDERED THE KAMIKAZI BUILD D: sacrifice+ now costs 50% and distributes that 50% through your teammates, so instead of oofing yourself and distrubuting your whole hp now its only 50%, still revives all teammates and anchor is now 2 bp which is not a big deal since it now heals 10 instead o 8, but now you cant trigger anchor with sacrifice+ so the kamikazi build died, also other changes, deep focus is now 20% sword energy instead of 12% and call: cruel king is now 10 sp.
Sacrifice+ now no more funni cuz yeah, no more oofing ourselves. It used to made boss fights more dramatic especially with parties.
Why dos my line ball do 2 damagee
Nerf.
He explained that in the video-
baller builds suck now
Nah I'll Nap
why do enemies fling away from me whenever i get near demo 1 and demo 2 enemies
Cuz their underlevel u dumby. Your too high level to fight them
e