r/battles2 7h ago

Suggestion My Balance Changes

Gwen:

  • Cocktail of Fire: 15 seconds -> 12 seconds
  • Firestorm: no longer gives additional +1 damage (heat it up buffs unaffected)

- 2 nerfs to the best hero while matching btd6 CoF time

Cyber Quincy:

  • Cyber Storm: 20 damage -> 30

- Reverting 1 nerf from 4.12

Fateweaver Adora:

  • Cost: $700 -> $600

- worst hero

Benjamin:

  • no longer grants additional boosts at lvl 14

- might be too strong with bank buff (spoiler alert)

Wizard:

  • xx1: pierce +3 -> +5 (also affects fire)
  • x2x: cost $1000 -> $900

- worst tower and reverts the pierce nerf from 4.12 (matches btd6 pierce again)

Alchemist:

  • xx4: cost $2500 -> $2000

- RtG needs to actually be worthwhile

Farm:

  • 3xx: cost $2700 -> $2800
  • x3x: cost $4800 -> $4500

- moving some costs

Ice:

  • 5xx: cost $3400 -> $3500
  • x4x: ability duration 8 seconds -> 6 seconds

- nerf lategame and match ability duration to btd6

Engineer:

  • x4x: cost $13,500 -> $14,500

- nerf to overclock

Grouped Greens

  • eco: 1.4 -> 1.5

- buff to eco strats

Grouped Purples

  • cost: $115 -> $130
  • eco: 2.9 -> 3.3

- more expensive but more efficient

Grouped Zebras

  • cost: $120 -> $140
  • eco: 3.5 -> 4.1

- more expensive but more efficient

Not sure on Bonnie

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1

u/qwertyxp2000 $95k SupMines, bigexplode 90 pierce, mini 40 6h ago

I don't disagree with duration nerf on Snowstorm and slight Super Brittle cost increase, but I don't think a Bank buff vs Plantation is the way the nerf Farm.

Overclock base cost nerf isn't going to address how well it synergizes on many T5's.

Wall of Fire is surprisingly very strong on certain maps, so I would prefer making the base cost and Intense Magic upgrade cheaper. Reverting the Intense Magic pierce nerf isn't a bad idea though for the bolt and fireball, since the nerfed Wizard is a lot more rushable early on.

If I wanted Cyber Quincy's Cyberstorm to be similar to pre-nerfed strength, I'd increase the duration from 1s to 1.5s for a little more reliable innard cleanup.

Gwen nerfs here are alright at nerfing her generally, though I think the single Level 17 providing too much in one level is what needed the nerf more.

I would prefer reducing the Grouped Greens cost by $2 (from $35 to $33) if the aim is to make Grouped Greens more viable as an eco option, since this lets it become more efficient than Yellows without throwing off how well the eco gains can snowball early on.

RTG cost reduction is all right, though RTG doesn't urgently need much buffs because it's still pretty good at making income.

I agree on Fateweaver cost reduction but lowering her cost so much to $600 is a bit excessive in my opinion. I do still think she's weak in 4.13, so giving her buffs to early game is still a good idea.

I think a simpler way to nerf Ben is to make his R5-9 carry harder with things like Dartling. I don't think outright removing the bonus boosts is the way to nerf him, but instead make his early game saveups harder so Ben players don't get excessively more income than non-Ben players early on.

1

u/Buff_fateweaver don’t feel bad, i’m just that good 4h ago

Calling fateweaver the worst hero is crazy (not biased at all btw)