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Considering your able to select your starting artifacts and from your hero have some control on starting monkeys, I don't think this game has too insanely high of Rng. You do need some duds to dilute the pool to prevent you from always getting the broken stuff, i think the temporary artifacts are a clear example of this. I think this game is too easy when you get all the artifacts that stack well (temporary or permanent.) At least for me, i want my games to be at least a little challenging that way success feels even more fulfilling.
I agree with some of your other conclusions, but I feel like you undervalue many aspects of the game mode that leads to a strong build, so I think your overestimating to what degree the issues need to be changed.
- I think mentoring monkeys is extremely useful, because some upgrades your going to get anyways, so you might as get that sweet medium to massive discount on that upgrade. You do need to hold back on enhance a bit, so your able to still play your most important monkey's off cool down and be able to play them when entering a new stage and having the round count partially reset. (You can also enhance some of your less important / boss fight only monkeys to the high tiers. In the boss fight your going to be able to start with over 20k, so no monkey will be unaffordable for at least 1, and saving money whenever is important.) I find it weird that you think we need more starting money, but also think the primary way to save money (mentoring monkey's) is not worth your time.
- I agree that the campfires, adding a monkey feature is pointless. (Even though I've beaten stage 5. I've only every pressed the button once, just to see how it works.) Your better off leaving the enlargement of your party to getting artifacts that add a monkey to your party then upgrading that artifact to get even more copies of that monkey added to your party.
I can agree that some artifacts are definitely too weak even if we need to dilute the pool (Cough, Cough, Sniper Exclusive artifact that actually lowers the sniper's average dps when common or rare), but I don't think there are as many useless ones as you insinuate. There are definitely ones that are pretty mediocre, but I believe some duds are need to dilute the pool so you don't always end up with insanely powerful builds (Unless you really want all the artifacts to be as strong as the broken ones causing the game to either be insanely easy or require the devs to find so other way to make the game harder.)
-right now the game has next to no mid range relics, they're either op or near duds
-most of the relics also don't open up new strategies or synergize with other relics
I agree, but here, there can be so much rng reliance (boss at the end of stage + map, map layout and encounter amount and maps, when in an encounter drawing important instas or artifacts) that there is most of the time no given way of salvaging a run even by the brink of a singular life.
The challenge is there, I see that, but if the game doesnt even provide baseline ability to go against said challenging setting its pretty much just a constant reset run situation. (like e.g.: a pity system where it detects like "oh, you have 0 camo towers in your party. maybe ill increase the odds of that insta draw happening by a little bit to grant you a fighting chance atleast", which could even just be like a 0/0/0 ninja) Like, dynamically forming parts of the run to become more possible to be beaten.
I rather think its hard upgrading monkeys since most of them often play a core role in simple encounters. Upgrading them to tier 3 shooting their price up by like 2k (exaggerated) for not much value againt encounter bloons feels devastating. This also is problematic when facing the low amount of income one gets, not only at the beginning of an encounter, but throughout the entire thing.
What I meant with having more starting cash is when clearing more and more encounters, the starting round advances by one (cutting one round of income) and the end round by three (possibly making it harder or more rng dependant (e.g.: DDT defense) to defeat). So I proposed to make it more worth buffing up the bloons by taking more and more encounters, but also to counterbalance said increase in difficulty by increasing starting cash, in a stage, with more and more encounters cleared.(so basically a buff to starting round cash with the amount of encounters cleared)
Upgrading monkeys also feels weird in a way of only being able to upgrade once where it ends up either only shaving 50$ off of your monkey or making them, as already mentioned, expensive with tiers higher than 3. (Primaries are a good exception to upgrading to tier 3 or even higher)
Yeah, this one is weird, as suggested, atleast give us the option to look at what this current camp fire offers as recruits and allow us to press the back button to maybe make a different choice instead if no presented monkey strikes us to build into and around.
Ofcourse there have to be duds in any type of possible selection choice, but in this case a good chunk of the artifacts feel like "I am here, to be here" or are "I do this, but break that instead", where the debuff to "that" simply cancels or even overshadows the buff when said artifact is not in a rare/legendary state. And even if an artifact doesnt feature any debuffs, most of those end up having such a miniscule impact on the whole setting that they could be ignored entirely. (So, feeling extremely overtuned)
This, honestly.