Bloons TD 6

Bloons TD 6

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Red Sword Feb 7, 2024 @ 1:10pm
Nautic Siege Core's ability needs to be buffed
Straight to the point.

What it does and why it's bad: Starts a 15-second timer that completely disables the paragon before it fires it's missiles on the bloons. The timer is way too long and the ability is too weak for its name, cooldown, and timer in the first place.

What should change: Shorten the timer to 5 seconds and increase the damage to do at least 200k, and shorten the cooldown (unless they make it deal 300k+ damage)
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Showing 1-10 of 10 comments
CaptainPOCK Feb 7, 2024 @ 1:52pm 
I think I'd keep the current risk factor of the ability (lower the charge-up 10 seconds, still), but have it deal a flat damage for early-rounds and boss bloons and a percentage of the targeted bloon's max HP. Nothing ridiculous, if it dealt 50% of the bloon's max HP with one missile, and it fires 3 of them, this paragon would have the potential of destroying 1 1/2 MOAB (BAD+) every 240 seconds. Navarch would still reign superior with it's innate hook ability and the activated hook being limited to twice a round, but would ramp up the synergy between these two of being BAD killers. And let's not talk about the Doomship which just shreds immensely.

Of course, the percentage damage should not affect boss bloons, hence why it also needs a flat damage.

I know percentual damage is not looked at with joy but would at least provide a consistent performance of the ability for the amount of risk it poses.
Red Sword Feb 7, 2024 @ 2:05pm 
Percentage damage on this paragon (let alone 50%) is way, way too strong
CaptainPOCK Feb 7, 2024 @ 2:16pm 
But 100% on a barely more expensive paragon is fine? Keep in mind the cost difference is round about 120k compared to the Navarch, give or take a few thousand based on difficulty. I never understood how people rate the balance of something if something else with an even greater extend already exists. Let alone giving no explanation whatsoever.

Keep in mind I'm basing the 50% damage off of 240 seconds of cooldown, a 10 second charge-up and otherwise no changes to the ability, opposed to lowering the cooldown by X amount (I'd assume down to 60'ish to keep it relevant and having it deal 200k damage on tier 1 which is more than doomship's ability on tier 56)
Red Sword Feb 7, 2024 @ 2:20pm 
Sub never did percentage-based damage unlike Buccaneer which always does 100% with the hook ins. Even if they don't decrease the cooldown, they still should implement the other changes.

And yes, I know 200k is stronger than the Doomship, but keep in mind that First Strike was always stronger than Tsar Bomba. Plus, it has a WAY longer cooldown, so it should do more damage
CaptainPOCK Feb 7, 2024 @ 2:40pm 
The Pirate Lord does not deal 100% damage against BAD bloons, neither does the XXXL Trap or the Bloon Alchemist Master.

Keep in mind, NK has stated and intended the BAD/FBAD to be an unstoppable, non-stallable, insta-kill immune and debuff-immune boss who would pose the penultimate challenge. The ultimate challenge back then, even, but boss bloons are a thing now. NK broke that essentially after implementing the Navarch. I'd prefer if that ability was removed but is currently the only thing that makes the Navarch as good as it is.

Master Builder also doesn't have a trap which insta-sucks in BAD bloons, despite it being part of the kit of the Engineer upgrade tree. That's more of a side note if we already speak about fitting roles.

The percentage-based damage suggestion I back up by saying: It would pose some consistency. At later stages of free-play there is no reason to cancel constant damage output of a map-wide attacking tower over a mediocre-damage ability that decomissions your tower. If the reward for that was constant and had the same reward curve for the risk you're essentially taking.

It might also be useful from me to note I'm not talking about the initial area damage the ability does, but the single-target damage. So I'm not saying the use of this ability would erradicate all bloons within area X.
Rotgut Feb 8, 2024 @ 3:45pm 
Just change the damage of ability to infinite! I mean you have cooldown lasting many many rounds! And BADs get so fast later on, they almost pass the map by time ability fires. Atleast it should clean you up 1 round. SO 1 free round every 5 rounds or so. Like why would u want just a bit of dmg every 5 rounds when later on BADs and FBADs spawn every round.


Also... you loose dps when waiting for ability which could potentially mean a leaked BAD
VJFranzK Feb 8, 2024 @ 4:29pm 
oops, I had put that power on auto with a Tech Bot! so it was actually creating a weakness in the defense.
Yes, a paragon should not have to divert ALL of it's power just to do this
Rotgut Feb 9, 2024 @ 7:12am 
Keep the timer! I actually enjoy and find it funny and exciting seeing the 15 seconds being counted down! It makes this ability and paragon exciting and cool! Just buff the other things.
Red Sword Feb 15, 2024 @ 12:35pm 
So Ninja Kiwi had just buffed it in the 41.2 update to do more damage now. Satisfactory damage, but the other issues still remain
EmperorC3 Feb 16, 2024 @ 1:00pm 
What? No.
Having a "lose the game" on demand button is too fun for trolling in co op.
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Date Posted: Feb 7, 2024 @ 1:10pm
Posts: 10