Bloons TD 6 - Icy Cylindrical Thinking

Bloons TD 6 - Icy Cylindrical Thinking

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Published on ● Video Link: https://www.youtube.com/watch?v=_Dl7hPSraMs



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I'm uploading this in interest of commentary about Ice's balance changes in Version 28.0. There's some points to be made.

First off, I should mention that the price increases initially bugged me out of concern about this Challenge (ID is ZMWTGTV) being rendered suddenly impossible. However, it turns out that B1 Ice still gets afforded in time for Round 4's Blues. I should note that if the Ice is placed in the other corner where it actually works better for early survival, Permafrost is only needed if you don't want to detour to buying Ace in order to work with Middle Path, which has some rather bogus problems with handling spaced Greens. Yes, GREENS, not freaking Yellows or some such. Just....WHY is Larger Radius better at handling spaced threats than Enhanced Freeze? Not that Ice is going to be Godly at handling spaced bloons, but I would appreciate some consistency, thank you.

This brings me to another balance point: the Tier 2s. Okay, Re-Freeze got a price increase because M1/B2 can keep freezing the same bloon and keep it from EVER going anywhere. Thing is, without further Ice Towers, Re-Freeze is literally otherwise USELESS. Now Metal Freeze...er, excuse me. Cold Snap. This thing can now pop Camos, so that's actually a sound balance change even if I can still bring up either MIB or the combination of Etienne and Acidic Mixture Dip. Still, I can go ahead and call Deep Freeze questionable when it is inevitably support and wouldn't you know it, it wouldn't be surprising to have given Towers involved that deal more than 1 Damage, shocker of all shockers I know. Mind, I wouldn't want anything TOO insane from the Tier 2s, but incentivizing players with subtle yet consistent benefits to finish upgrading still would be something. Heck, it would give Ice options in the early game, heaven knows it needs them.

Of course, I need only bring up how Embrittlement now can apply debuffs (aside from the Frozen status, of course) to blimps. Well, guess who benefits so much from this. Here's a hint: you could see right from the thumbnail.

If you're wondering what is going on, Adora has a high projectile per attack count, which makes her able to poke blimps a bit more easily. This doesn't seem to be entirely useful because her damage output is still underwhelming, but it is doubled by the Brittle debuff, so that's something to give her an edge. This particularly stands out in Round 64's MOAB rush. While I do mess up and overthink the Long Arm of Light usage, it still goes to show how Adora can mince the blimps enough to manage holding out. Now Embrittlement and even Super Brittle aren't entirely perfect for throwing off more basic rushes, but remember that they do hit Camos and even Decamo anything now, so Adora doesn't have to get as much Camo. Also remember that Adora does innately damage Leads/Frozens instead of having to worry about being stopped by them, so she can quickly bring down non-blimp Brittle debuffed threats.

Oh yeah, and Cryo Cannon now has the option to attack Camos. It costs more even by itself (more reason the middle path's first 2 upgrades should be toned up) but options for the bazooka is always nice.

Honestly, Version 28 does provide quite a few hilariously strong buffs in general (improved output from Summon Phoenix, Spectre's improved focus on Ceramic Damage over Pierce, persistent thorns from Vine Grab, AND Master Bomber's improved performance against non-blimps) but Ice's changes gets a video to itself so that I can go into detail with the description.




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Bloons TD 6
Ice
Version 28.0



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