mb, at 0:44 they meant that they double the window meaning it makes it EASIER to hit. So basically just replace the “nerfed” with “buffed” (that buff doubled window doesn’t really change anything ngl).
"Wdyfm I can't have red n blue and crule king fight for me while I do nothing? I want to do nothing and let the game play for me!" I mean I kinda want that to tbh but still yk what I mean.
@@Some_guy0- I mean if you are a normal player doing a normal playthrough of the chapter you are going to do it blind and won't know any cheese strats, so unless you search on UA-cam "block tales cheese boss tutorial" you won't know about stalling with summons or similar strats with very specific card loadouds.
My main issue is that they changed one of Fear's moves. So, Fear has this one move where basically, he shoots a laser at you at like light speed. Pre-patch, right before it shot, the ball that the laser comes from would flash yellow when you needed to dodge. They changed it so it doesn't do that anymore... why? I don't get why. I mean, I see linebounce nerf, but why do that? It has dragged Fear down on my boss tier list, before he was like second right behind Hatred and ahead of solitude, now, he's below gid damn greed all because of that stupid little change, it pisses me off.
apprehension (fear's laser move) got its visual cue replaced with an audio cue, so either you're deaf, or you play with volume off, either way you shouldn't be playing block tales like that
this is the only thing i agree on with the line bounce nerf, the main nerf is fine and well deserved, but the numbers should've rounded up although, with the reply above me giving clarification, i guess that isn't possible
@@ItsReallyYoursWhy cant they brute force this solution? CALCULATED Line bounce damage = 2.5 Save the number as x. Once number becomes intvalue, compare the actual damage (this case being 2), to x. Is x bigger then the intvalue? Then add 1 to the intvalue. Im not a roblox dev but maybe it could work.
I took advantage of the Launcher when it first came out by using the Baller card, a few Charge cards and Ante Up. It dealt obscene amounts of damage, so much that I decided to call it the "Warcrime Build". In its prime, it dealt *9* damage for each enemy hit, and even now it's still great since the timing is much more merciful and the center target still takes the full damage.
I never realized how powerful the launcher actually was. I wonder if using call cruel king would make it even better since you don't need the sp for launcher.
While the linebounce nerf was deserved considering how overtuned it became trivializing any encounter with multiple enemies I feel like they could have implemented other ways to nerf it instead of just halving the damage and also rounding down
MY NERF IDEA: Bring line bounce to how it was before but keeping a minimum of 5dmg due to having damage up cards: -normal ball +1dmg -line bounce +1dmg -baller card +1dmg -ante up +1dmg -hyperball +1dmg and any additional damage like form dynamite +2dmg and charge card +3dmg making you deal a max of 10dmg will be going down by 2 damage every enemy hit until you hit the minimum damage. EXAMPLE: -first ememy(10dmg) -second enemy(8dmg) -third enemy(6dmg) -last enemy(5dmg) This should keep the card balanced and still fun to use especially since we are only on chapter 3 of the story in game.
So in layman’s terms, make Linebounce have a falloff for every enemy it hits? You honestly explained this in a really complicated and hard to read way, so I will re-explain it in my own words, and you tell me if I missed something. Linebounce does its base 2 damage, and is still improved by damage up buffs, Baller, Hyperball, and Ante Up. The first enemy hit by Linebounce takes full damage, and the next enemy takes 2 less damage, and so on.
@@Ineophile I think it should have falloff damage at 5 and not above because, dealing 20 total damage for 2 sp is still too OP compared to Rocket at max dealing 8 total damage for no sp.
@@Neodria Yes, sorry for the bad explanation i tried to explain it the best i could since basically buffing linebounce now is really bad and not worth using i wanted to keep it fun and balanced since the more chapters we go into the harder the enemies will be
Launcher used to make fights easier. With the -1 def it would add one dmg to the enemy, and you could chain it as much as you wanted. Obviously, with the Softner nerf, that was also affected, so now it's basically just a splash damage weapon without too much effort to damage all enemies at once
After linebounce got a massive nerf, I became a launcher main too. My biggest issue with the linebounce nerf is the fact that it does 2 damage without ante up + baller but when you have both of them equipped it still does 2 damage for some reason.
It will not do 2 damage with +2 Ball and +1 Pow. That would only happen if one of your cards decreased your Pow like Cure, Resurrect, HP_Drain, or SP_Drain.
Using the rocket and sling together on hatred is an optimal build: lower its defense with rocket then heavy dmg with sling ( no sp needed for the 5+dmg attacks)
As a sword user, yes i definitely considered baller being better than sword, it can basically use elemental attacks on its first turn without having to charge yourself with free ice, free fire, ect. Baller also has a wider range for its support by being able to stun enemies, put them to sleep, and shrinking them. Line bounce was also stupidly op, 8 dmg on charge per hit dealing dmg on multiple enemies, unlike only being able to do 11 dmg to 1 enemy with charge while using ante up and power stab.
Baller is still pretty good. Fireball + Charge was the big damage dealer for single target anyway. Maybe they could buff linebounce a little to find a good middle ground. Like 3 with Hyperball and Baller and 8 with x3 Charge and Dynamite First Strike.
heres how it works Launcher and slingshot are supposed to be better in earlier demos, but falls off in later demos, this is done on purpose from the developers since they wanna encourage players to switch up their build. for now, use launcher for aoe. and ball for status effects/support.
1. The timing window was DOUBLED, meaning that Linebounce with Ante Up is practically old linebounce but less damage. 2. RPG is still good 3. They wont remove Power Stab since its single target. Linebounce was changed bc its multitarget and can, as you showed, destroy enemies
Slingshot isn't even unbalanced, though? Ball card now has minimum cap of 1 damage on first hit against 0 def, so Slingshot is literally +2 over Ball with the lowest possible power modifier. If anything, Spaceman should like the state it's in, no?
@@gamerdomain6618 real talk, my issue with slingshot isnt that its "broken" but moreso that its a straight upgrade from sword. With slingshot there's virtually no reason to ever use sword. It has better damage than sword, equaling that of power slash on 0 defense enemies, even for enemies with defense, it has power shot making sword / power slash barely if at all better. on top of that it essentially has a built in sword toss, being able to target any enemy and for no sp TLDR, nearly everything sword can do, slingshot does better
the only case i could see where sword is better is if an enemy in the front has more than 1 defense, making power slash do more *slightly* more damage than power shot because it has half defense piercing. Even then though, your spending more sp and bp for what, 1 or 2 more points of damage? Your more likely to use dynamite on high defense enemies anyways.
@@triplepain522 Comatose is almost always better than Snowball; almost all enemies either have no resistance to both or are more resistant to freezing than to sleep and Comatose stacks duration instead of Snowball stacking potency, so Snowball is only ever really useful against Apparitions. A lot of badges in various Paper Mario games have the exact same relationship. Maybe sword is supposed to be more central to the game, but that's what unique and fun sword cards and >1 def enemies introduced in future chapters are for. It's not something to nerf slingshot about.
How to Use Terry Build First you need a launcher - Ante Up - Defend+ - Baller - Happy Sp - Power Rush ( must be 5 hp ) & idk other cards bro i don't like this update the call cards are now 1 Life. Cruel King call card now cost 10 sp before that 9 sp thats all goodbai
The fact old linebounce included the extra +1 from the second bounce of ball made it a bit too much, I think if they removed that and made it -1 with a minimum of 1 damage it would’ve been fine, half damage is too much but I like how I have to be more strategic now instead of spamming linebounce 24/7 (new linebounce with hyperball, ante up and baller = 2, proposal idea would make it 3 but scaling more in the future instead of bricked at half damage constantly) Edit: they also really should add a sword and maybe even a slingshot hit all option, if they had a quake hammer sort of move for sword that did 4 to all ground based enemies it’d really help make baller/linebounce feel less overpowered since those would then have options to deal with groups as well, and for slingshot they could add a “air barrage” card where you shoot in the air and it rains down on all enemies, dealing 1 less damage per enemy on screen (2 = 5, 3= 4, 4 = 3)
tbh these nerfs are fair beacuse the only times i actually struggled during my entire time playing the game was the griefer fights,pre nerf bigfoot,a little on bubonic plant,and hatred,and the rest was dirt easy and most of the fights felt like a waste of time
Honesty? This is a fine change. Baller should be used for concentration support, you have so many status effects at hand that you could be more useful, and the Launcher already does AOE, so now it's simply just the better option so that it's not outclassed in every way. I just think it now offers two important play styles to both weapons that make them stand apart.
if power stab got removed then that one terry cutscene wouldn't exist to teach players how to use cards and introduce "build points" oh and imo we need more sp cards for the sword, power stab and sword toss are not enough while the ball has 5+ sp cards for it
@@TheBESTRamenOfAllTimewe could get something like: Multi Stab you can hit an enemy 3 times, but you do 50% less damage. (that way you don’t do 24 damage in one hit) you’d need to do 3 different action commands, each one being harder than the previous. if you fail, you’ll do 1 less damage, and the rest of the attack will fail. (so if you miss the action command on the first one, you won’t do the second & third hits) it could cost like 4-5 sp.
@@TheRealFedriko Yeah, this is simply not a good card in the current state of the game; if used with Sword+0~1 and no power modifiers, you would do 3 total damage. Maximum 4 damage per hit (12 total) using Sword+2 First Strike level∙2 Pow+4 while Slingshot would do 11 total damage using the exact same effects at no cost to your SP. Instead, doing something like the sum of your sword damage (1 for base, 2 for +1, etc) and half of your power modifier would make more sense. The same setup would be at least 2 damage (6 total) when used with +1 sword and no damage modifiers or 6 damage (18 total) when using the above power buffs. Also, since having a negative power modifier would also have less effect on the total damage, it could be a good method of making Sword viable for support builds in future chapters once the sword modifier has increased more. Make it 5 SP cost and 2 BP to equip and I rate it a 10 out of 10!
Homestly Ive always used ball for the status, so while it hurts, its not gonna change too much for me. Snowball and comatose are still gonna be really good for shutting down threats while you focus others down
Linebounce wasnt technically fair cuz like when u have anything specific cards that will make it so much dmg. It had to be nerfed abit too op for a card that is easy to obtain.
I used a tank build that can act like a med kit when needed and could swap 15 hp for 9 bp (with hp+ cards) and used 3 for sacrifice+ then 5 for anchors (healed 40 to others hp when I died) but now that its 2 bp I can only get 3 anchor cards (they did raise the heal from 8 hp healed to 10 but like whyss noooo :( ) I know heal 30 instead of 40 when I die
Tbf two Sacrifice+ Anchor∙2~5 players were basically impossible to kill before, so making the same build require more BP makes using this strategy with high damage per round more difficult. Launcher Anchor∙3 Sacrifice+ Baller Ante_Up is a fine build and only requires 18 BP. Two accounts with the same build will win everything as long as the active player doesn't get destroyed in one turn and you can always fuel additional HP by using Sacrifice+ early to proc Anchor. Considering the 7~8 SP and -4 POW costs of using Cure∙4, it's still not a *bad* build, even if the nerf is a bit upsetting.
I wanted to replay Block Tales for see what’s changed and when i was fighting supreme ant i used linebounce for send away the other ants BUT IT ONLY DID 1 DAMAGE... WHYYYYYYY-
i feel like it could've made for more interesting gameplay if they nerfed linebounce to do less damage per bounce, kinda like i've seen some Paper Mario line jump attacks do if it'd normally do 4 damage per hit, for a line of 4 enemies it'd be like "-4, -3, -2, -1", and the minimum damage it could deal would be 1 it'd give some more use to Charge cards too since 3 charge cards on that would actually be better than just doing it twice, but tbh it'd probably still be kinda broken (i was a linebounce spammer so i'm biased smile)
what im angry about is the summon nerf. It basically makes gorilla completely useless cuz you cant spam them as meat shields, which is what they are SUPPOSED to be
i dont blame them for nerfing it the super ball was a beast at the time and was probably considered the best weapon. but now i guess its more of a supporter item then a well damage dealers like slingshot or sword.
My favourite build gone :sob: I guess baller is still a great build, but it's more of a single target / debuffing build now. I sure hope launcher gets some interesting sp cards soon though and still be able to keep the aoe ( somehow. )
i feel like they should’ve gone with a damage reduction instead of halved damage. now it’s almost always going to deal around 3 damage, and that kind of damage is basically chip damage. not really worth using unless there are 3+ enemies, only useful in the early game when most enemies have around 2-4 hp. any later, and you start facing enemies with higher health and defense.
Me as a medkit build see this as a nothing happen but Respect to anchor/reseruct got nerf it would be too op but the reason I changed to medkit because Sword is bad and the others were nerf. As a Slingshot main too I feel like a win because ball is the most insane thing ever I even did 10 damage to a TREE!
To be honest i hate this change we need a very hard to time weapon that dose huge dmg legit timing attacks is to easy. Yes i know about ante up but it cost way to much bp for what it dose when defender+ gives not only a better benifit but it has no downside
I mean, I think they're trying to be very careful about giving players any sort of attack power cards since it could easily get out of hand without proper balancing in place.
@dakotacornish6616 that's fair, I was just giving a theory on why ante up was balanced the way it is. I do think launcher is a decent alternative to linebounce now, although the damage output is definitely worse than linebounce pre-nerf.
Nerf was well deserved, linebounce powercrept every normal enemy in the game and wasn't too bad to time (not including ante-up) although, i do wished the numbers could be tweaked to round up instead of round down, but that's the system's fault, not the devs.
honestly, even if linebounce got nerfed im probably still gonna pick the ball over rocket launcher because of the status effects. i quite literally never upgrade my hp (it's been at 10 for my entire save) so it's either I dodge or spam status effects to keep me alive
@Upgraded-Large-Boombox-real you could just search ghostwalker music block tales and find "block tales ost" and scroll down till you find redemption made by unknownguy
Specialize your build. Absolutely get baller if you want to rocket. Ante up also appears not to do anything to launcher's window. Use of baller, hyperball, and ante up alone adds 3 base damage.
I played demo 3 late because I had school but for some reason when I see other people in my party use launcher they do 1 damage? I’ve scrolled in this comments section and I’m surprised that people reached 9 damage with that
I love how they're removing all benefits of playing on your own, what's next, the HP of enemies is the same as if you had 3 other teammates when engaging in solo fights?
Bro I did 10 Dmg in a solo run without the ante up it was first hit with dynamite, followed with double charge up (Try add some Free Ice/Poison/Fire if possible for more dmg) then a Power stab bro thats op
As a baller main, this gotta be the most devastating nerf. Still deserved, but wish they took a different approach that made it good and not just average.
Erm technically, ante up baller line bounce is better, so imagine 3 enemies, if u hit them with linebounce it will do 3 dmg to all of them, rocket does 2+4+2 dmg, linebounce does 3+3+3 dmg, so linebounce does 9 damage, rocket does 8 damage. Launcher mains are not gonna be happy about this, i know it costs sp but like more total dmg
Thank God I was a Launcher main even before this cuz 1. It's consistent 2. Cuz I cannot for the life of me time normal ball with Ante Up (At the very least with Sword I can see the hit bar, and I can just spam click and space at the same time with Slingshot)
I'm not a fan of how the devs balance the game to be honest. Nerfing heavily grindy builds/literally capping their effectiveness was the wrong route imo, and this applies for thorns, ball stacking, etc. In nerfing these, the overall build curve in the game is flatter and the best build is sadly going to be very linear for most people. Imagine grinding all 5 snowball cards so you can do a 10 turn freeze with the help of someone else grinding 5 free ices only for half of that grinding to be DELETED from your inventory because the devs deemed it "too strong"
Thorns’s nerf was necessary kinda since killing ~50% of the enemies instantly regardless of if they had defense or not was broken Snowball though? Why snowball?
Well am glad i completed the entire game on hard mode before this nerf otherwise my build would NOT be strong enough to clear it as fast as i did (still took me like 10 hours or smth)
mb, at 0:44 they meant that they double the window meaning it makes it EASIER to hit. So basically just replace the “nerfed” with “buffed” (that buff doubled window doesn’t really change anything ngl).
A rework per say
Means that you can play it with Ante Up more reliably, but it's kinda frustrating how you have to use a card like that to make it good now.
Okay. But the original window to hit it was insanely small-
Me as a slingshotter, seeing the nerfs to the other builds: haha, I’m in danger
u soon will be
Isnt slingshot trash?
@@dokrikas21 nah, its pretty good
@@dokrikas21extremely loud incorrect buzzer
@@dokrikas21 yeah sword is better at dealing damage
Probably soon: *"Launcher does halved of main damage"*
(Well we don't want that, again....)
It already does
@@wayneyourname7749 I meant main damage, not splash damage..
@@Kingpogi_PH it already does
@@iSomeDood Main damage, not splash...
That means i would be dissapointed by wasting my 200 tix in demo 2
cant wait for another video about the summoner problem because im sure rn annoyed on how they implemented the summons
"Wdyfm I can't have red n blue and crule king fight for me while I do nothing? I want to do nothing and let the game play for me!" I mean I kinda want that to tbh but still yk what I mean.
@@Some_guy0- I mean if you are a normal player doing a normal playthrough of the chapter you are going to do it blind and won't know any cheese strats, so unless you search on UA-cam "block tales cheese boss tutorial" you won't know about stalling with summons or similar strats with very specific card loadouds.
Now gorilla is pretty useless.
@@Dubledomgorilla should be able to be summoned more than once
Not really thought,they are bassicly useless now as a lot of the time,they will die very quickly unless you base your entire bulid around support.
My main issue is that they changed one of Fear's moves. So, Fear has this one move where basically, he shoots a laser at you at like light speed. Pre-patch, right before it shot, the ball that the laser comes from would flash yellow when you needed to dodge. They changed it so it doesn't do that anymore... why? I don't get why. I mean, I see linebounce nerf, but why do that? It has dragged Fear down on my boss tier list, before he was like second right behind Hatred and ahead of solitude, now, he's below gid damn greed all because of that stupid little change, it pisses me off.
apprehension (fear's laser move) got its visual cue replaced with an audio cue, so either you're deaf, or you play with volume off, either way you shouldn't be playing block tales like that
@@nub_yt I dont want my parents know that im Sleeping kate to play the game
@@nub_yt Previously it had the visual cue alongside an audio cue, they removed the visual cue and changed the audio cue.
@@TheRealGam yeah it did, that's my bad, but now the audio cue is much easier to use to dodge than before in my opinion, helps alot with floor 39
@@nub_yt It took me a bit of getting used to but I agree with the new audio cue being more accurate
im pretty sure they meant that the window to hit linebounce is twice as easy to hit
yeah mb, thanks for the correction
Friendship with ball is gone now powered sword+knight+Ante up+Charge is my best friend.
What they SHOULD'VE done is halve the damage rounded UP and NOT down
Sadly you can't, the dev use Intvalue which no matter how big the number behind 0. It will always rounded down to 0
this is the only thing i agree on with the line bounce nerf, the main nerf is fine and well deserved, but the numbers should've rounded up
although, with the reply above me giving clarification, i guess that isn't possible
@@ItsReallyYoursWhy cant they brute force this solution?
CALCULATED Line bounce damage = 2.5
Save the number as x.
Once number becomes intvalue, compare the actual damage (this case being 2), to x.
Is x bigger then the intvalue? Then add 1 to the intvalue.
Im not a roblox dev but maybe it could work.
@@bog4571rounding up or down already existed as a built in function for roblox coding, i guess it was just dev decision to rounded it down
@@bog4571 you can't, that's not how IntValue works
I took advantage of the Launcher when it first came out by using the Baller card, a few Charge cards and Ante Up. It dealt obscene amounts of damage, so much that I decided to call it the "Warcrime Build". In its prime, it dealt *9* damage for each enemy hit, and even now it's still great since the timing is much more merciful and the center target still takes the full damage.
⑨
ice
I never realized how powerful the launcher actually was. I wonder if using call cruel king would make it even better since you don't need the sp for launcher.
While the linebounce nerf was deserved considering how overtuned it became trivializing any encounter with multiple enemies I feel like they could have implemented other ways to nerf it instead of just halving the damage and also rounding down
MY NERF IDEA:
Bring line bounce to how it was before but keeping a minimum of 5dmg due to having damage up cards:
-normal ball +1dmg
-line bounce +1dmg
-baller card +1dmg
-ante up +1dmg
-hyperball +1dmg
and any additional damage like form dynamite +2dmg and charge card +3dmg making you deal a max of 10dmg will be going down by 2 damage every enemy hit until you hit the minimum damage.
EXAMPLE:
-first ememy(10dmg)
-second enemy(8dmg)
-third enemy(6dmg)
-last enemy(5dmg)
This should keep the card balanced and still fun to use especially since we are only on chapter 3 of the story in game.
So in layman’s terms, make Linebounce have a falloff for every enemy it hits?
You honestly explained this in a really complicated and hard to read way, so I will re-explain it in my own words, and you tell me if I missed something.
Linebounce does its base 2 damage, and is still improved by damage up buffs, Baller, Hyperball, and Ante Up.
The first enemy hit by Linebounce takes full damage, and the next enemy takes 2 less damage, and so on.
@@Neodria No, it only has damage falloff if the damage is above 5 damage.
@@Ineophile I think it should have falloff damage at 5 and not above because, dealing 20 total damage for 2 sp is still too OP compared to Rocket at max dealing 8 total damage for no sp.
@@Neodria Yes, sorry for the bad explanation i tried to explain it the best i could since basically buffing linebounce now is really bad and not worth using i wanted to keep it fun and balanced since the more chapters we go into the harder the enemies will be
@@marcin99041 making something have a damage cap would just make it useless in future demos
This has to be the worst nerfs happen In block tales
Ah yes. Terry build
player used penguin launcher!
It used to be so op you can beat floors 1 to 10 in 3 minutes which is around 100 tix with investor so I can see the nerf ngl
its pretty easy to get money by killing the 3 apparitions in the last dream world place
there are three sets of three apparitions give around 26-32 tix
After I left the Rocket Launcher behind and became a Slingshotter, I felt a chill running down my spine when I saw this video.
Rest in piece line bounce
You will be missed.
Launcher used to make fights easier. With the -1 def it would add one dmg to the enemy, and you could chain it as much as you wanted. Obviously, with the Softner nerf, that was also affected, so now it's basically just a splash damage weapon without too much effort to damage all enemies at once
2:16 NO NEVER DO * NOT * REMOVE POWER STAB
You’re actually becoming wikia colors 2 minutes on a single nerf what (cool video btw)
ok imma talk about cruel king nerf and make it 8 minutes
@@RamonOrganlsmNO DONT
Wikia colors of block tales fr
@@RamonOrganlsm yes do it
tds jumpscare what
After linebounce got a massive nerf, I became a launcher main too. My biggest issue with the linebounce nerf is the fact that it does 2 damage without ante up + baller but when you have both of them equipped it still does 2 damage for some reason.
It will not do 2 damage with +2 Ball and +1 Pow. That would only happen if one of your cards decreased your Pow like Cure, Resurrect, HP_Drain, or SP_Drain.
Using the rocket and sling together on hatred is an optimal build: lower its defense with rocket then heavy dmg with sling ( no sp needed for the 5+dmg attacks)
Friendship ended with linebounce and cannonball , Slingshot and power shot is now my bbg
The Softener∙1~2 Cannonball Slingshot in my back pocket:
(I can use Fireball/Snowball/Daze/Comatose whenever and don't need to use SP to Power_Shot)
Is no one talking about how the Summons were also nerfed in the same patch?
As a sword user, yes i definitely considered baller being better than sword, it can basically use elemental attacks on its first turn without having to charge yourself with free ice, free fire, ect.
Baller also has a wider range for its support by being able to stun enemies, put them to sleep, and shrinking them.
Line bounce was also stupidly op, 8 dmg on charge per hit dealing dmg on multiple enemies, unlike only being able to do 11 dmg to 1 enemy with charge while using ante up and power stab.
Baller should stay as an effects class, generally I think many of the unique debuffs it brings to the table are just cooler then line spam.
Baller is still pretty good. Fireball + Charge was the big damage dealer for single target anyway. Maybe they could buff linebounce a little to find a good middle ground. Like 3 with Hyperball and Baller and 8 with x3 Charge and Dynamite First Strike.
heres how it works
Launcher and slingshot are supposed to be better in earlier demos, but falls off in later demos, this is done on purpose from the developers since they wanna encourage players to switch up their build. for now, use launcher for aoe. and ball for status effects/support.
Really? Slingshot is busted in the last chapter
1. The timing window was DOUBLED, meaning that Linebounce with Ante Up is practically old linebounce but less damage.
2. RPG is still good
3. They wont remove Power Stab since its single target. Linebounce was changed bc its multitarget and can, as you showed, destroy enemies
actual mention of the different patches for linebounce and launcher means less explaining to noobs about how things worked in past demos! very cool
as a guy who uses the slingshot build, im scared
NERF SLINGSHOT 🗣🗣🗣🗣🔥🔥🔥🔥🔥
Slingshot isn't even unbalanced, though?
Ball card now has minimum cap of 1 damage on first hit against 0 def, so Slingshot is literally +2 over Ball with the lowest possible power modifier.
If anything, Spaceman should like the state it's in, no?
@@gamerdomain6618 real talk, my issue with slingshot isnt that its "broken" but moreso that its a straight upgrade from sword. With slingshot there's virtually no reason to ever use sword.
It has better damage than sword, equaling that of power slash on 0 defense enemies, even for enemies with defense, it has power shot making sword / power slash barely if at all better.
on top of that it essentially has a built in sword toss, being able to target any enemy and for no sp
TLDR, nearly everything sword can do, slingshot does better
the only case i could see where sword is better is if an enemy in the front has more than 1 defense, making power slash do more *slightly* more damage than power shot because it has half defense piercing. Even then though, your spending more sp and bp for what, 1 or 2 more points of damage? Your more likely to use dynamite on high defense enemies anyways.
@@triplepain522
Comatose is almost always better than Snowball; almost all enemies either have no resistance to both or are more resistant to freezing than to sleep and Comatose stacks duration instead of Snowball stacking potency, so Snowball is only ever really useful against Apparitions.
A lot of badges in various Paper Mario games have the exact same relationship. Maybe sword is supposed to be more central to the game, but that's what unique and fun sword cards and >1 def enemies introduced in future chapters are for. It's not something to nerf slingshot about.
How to Use Terry Build
First you need a launcher - Ante Up - Defend+ - Baller - Happy Sp - Power Rush ( must be 5 hp ) & idk other cards
bro i don't like this update
the call cards are now 1 Life.
Cruel King call card now cost 10 sp before that 9 sp
thats all goodbai
The fact old linebounce included the extra +1 from the second bounce of ball made it a bit too much, I think if they removed that and made it -1 with a minimum of 1 damage it would’ve been fine, half damage is too much but I like how I have to be more strategic now instead of spamming linebounce 24/7 (new linebounce with hyperball, ante up and baller = 2, proposal idea would make it 3 but scaling more in the future instead of bricked at half damage constantly)
Edit: they also really should add a sword and maybe even a slingshot hit all option, if they had a quake hammer sort of move for sword that did 4 to all ground based enemies it’d really help make baller/linebounce feel less overpowered since those would then have options to deal with groups as well, and for slingshot they could add a “air barrage” card where you shoot in the air and it rains down on all enemies, dealing 1 less damage per enemy on screen (2 = 5, 3= 4, 4 = 3)
tbh these nerfs are fair beacuse the only times i actually struggled during my entire time playing the game was the griefer fights,pre nerf bigfoot,a little on bubonic plant,and hatred,and the rest was dirt easy and most of the fights felt like a waste of time
Won't stop me from doing the OTHER overpowered thing with baller (debuff spam enemies until they cant take it anymore)
Honesty? This is a fine change. Baller should be used for concentration support, you have so many status effects at hand that you could be more useful, and the Launcher already does AOE, so now it's simply just the better option so that it's not outclassed in every way. I just think it now offers two important play styles to both weapons that make them stand apart.
if power stab got removed then that one terry cutscene wouldn't exist to teach players how to use cards and introduce "build points"
oh and imo we need more sp cards for the sword, power stab and sword toss are not enough while the ball has 5+ sp cards for it
Baller has so many support cards, what cards would us sword users get? As we alr have flying and dps card
@@TheBESTRamenOfAllTimewe could get something like:
Multi Stab
you can hit an enemy 3 times, but you do 50% less damage. (that way you don’t do 24 damage in one hit) you’d need to do 3 different action commands, each one being harder than the previous. if you fail, you’ll do 1 less damage, and the rest of the attack will fail. (so if you miss the action command on the first one, you won’t do the second & third hits)
it could cost like 4-5 sp.
@@TheRealFedriko
Yeah, this is simply not a good card in the current state of the game; if used with Sword+0~1 and no power modifiers, you would do 3 total damage.
Maximum 4 damage per hit (12 total) using Sword+2 First Strike level∙2 Pow+4 while Slingshot would do 11 total damage using the exact same effects at no cost to your SP.
Instead, doing something like the sum of your sword damage (1 for base, 2 for +1, etc) and half of your power modifier would make more sense.
The same setup would be at least 2 damage (6 total) when used with +1 sword and no damage modifiers or 6 damage (18 total) when using the above power buffs. Also, since having a negative power modifier would also have less effect on the total damage, it could be a good method of making Sword viable for support builds in future chapters once the sword modifier has increased more.
Make it 5 SP cost and 2 BP to equip and I rate it a 10 out of 10!
i guess you need to talk about the WHOLE DAMN SUMMONER PROBLEM...i miss resummoning cruuel king😢
they could have make like 2 more so for each new summon
venomshank is gonna be used so much in the pit now
Linebounce was like the only thing I saw anyone use for crowd control (me included)
I feel like it should cut the land time by a third each time making it pretty hard to land the last one or 2
Homestly Ive always used ball for the status, so while it hurts, its not gonna change too much for me. Snowball and comatose are still gonna be really good for shutting down threats while you focus others down
Linebounce wasnt technically fair cuz like when u have anything specific cards that will make it so much dmg. It had to be nerfed abit too op for a card that is easy to obtain.
Launcher also gets stronger with hyperball, after all its in the same slot as baller
launcher is affected by cards & buffs for ball.
Thats sort of what i said
Carried us through the toughest floor of them all, better known as 29, long rest soldier :solute:
2:15
Bro
Slingshot literally outclasses Sword now with Power Shot
It is not Sword that needs a nerf, it is Slinghsot that needs the nerf
both are equally good imo, but slingshot is easier to use.
THEY MADE ANCHOR 2 BP AND I AM ANGER RRRRAAAAHHHHHHHHH
I used a tank build that can act like a med kit when needed and could swap 15 hp for 9 bp (with hp+ cards) and used 3 for sacrifice+ then 5 for anchors (healed 40 to others hp when I died) but now that its 2 bp I can only get 3 anchor cards (they did raise the heal from 8 hp healed to 10 but like whyss noooo :( ) I know heal 30 instead of 40 when I die
THEY DID WHAT.
Tbf two Sacrifice+ Anchor∙2~5 players were basically impossible to kill before, so making the same build require more BP makes using this strategy with high damage per round more difficult. Launcher Anchor∙3 Sacrifice+ Baller Ante_Up is a fine build and only requires 18 BP. Two accounts with the same build will win everything as long as the active player doesn't get destroyed in one turn and you can always fuel additional HP by using Sacrifice+ early to proc Anchor. Considering the 7~8 SP and -4 POW costs of using Cure∙4, it's still not a *bad* build, even if the nerf is a bit upsetting.
If u didnt have hyperball or baller card that means every enemy will deflect attack or do only 1 dmg
I wanted to replay Block Tales for see what’s changed and when i was fighting supreme ant i used linebounce for send away the other ants BUT IT ONLY DID 1 DAMAGE... WHYYYYYYY-
i feel like it could've made for more interesting gameplay if they nerfed linebounce to do less damage per bounce, kinda like i've seen some Paper Mario line jump attacks do
if it'd normally do 4 damage per hit, for a line of 4 enemies it'd be like "-4, -3, -2, -1", and the minimum damage it could deal would be 1
it'd give some more use to Charge cards too since 3 charge cards on that would actually be better than just doing it twice, but tbh it'd probably still be kinda broken (i was a linebounce spammer so i'm biased smile)
nah still too op if you think bout it (since if at max no ante buffed it will still deal a whopping 35 dmg total for 5 sp,8bp)
believe it or not that's why i ended my comment with "but tbh it'd probably still be kinda broken"
what im angry about is the summon nerf. It basically makes gorilla completely useless cuz you cant spam them as meat shields, which is what they are SUPPOSED to be
Ive been building up my entire build to be a baller hybrid and this hurt
i dont blame them for nerfing it the super ball was a beast at the time and was probably considered the best weapon. but now i guess its more of a supporter item then a well damage dealers like slingshot or sword.
- make linebounce
- give it 1 more damage
- nerf it to the ground for no reason
- profit
to the underground.
My favourite build gone :sob:
I guess baller is still a great build, but it's more of a single target / debuffing build now.
I sure hope launcher gets some interesting sp cards soon though and still be able to keep the aoe ( somehow. )
i feel like they should’ve gone with a damage reduction instead of halved damage. now it’s almost always going to deal around 3 damage, and that kind of damage is basically chip damage. not really worth using unless there are 3+ enemies, only useful in the early game when most enemies have around 2-4 hp. any later, and you start facing enemies with higher health and defense.
LAUNCHER IS GOOD NOW YIPPE
they popped my fucking basketball :(
and yet hatred still hasn’t gotten an ability removed
please. he is too overpowered. they nerfed my ghost potion.
Me as a medkit build see this as a nothing happen but Respect to anchor/reseruct got nerf it would be too op but the reason I changed to medkit because Sword is bad and the others were nerf. As a Slingshot main too I feel like a win because ball is the most insane thing ever I even did 10 damage to a TREE!
To be honest i hate this change we need a very hard to time weapon that dose huge dmg legit timing attacks is to easy. Yes i know about ante up but it cost way to much bp for what it dose when defender+ gives not only a better benifit but it has no downside
I mean, I think they're trying to be very careful about giving players any sort of attack power cards since it could easily get out of hand without proper balancing in place.
All Turn-based RPG games need a Geno Whirl
@@dargon_ i'm not talking about an attack up i'm talking about a single move that was balanced around being hard to time but doing a ton of damage
@dakotacornish6616 that's fair, I was just giving a theory on why ante up was balanced the way it is. I do think launcher is a decent alternative to linebounce now, although the damage output is definitely worse than linebounce pre-nerf.
LAUNCHER WAS IN DEMO 2?????
i use slingshot and rocket launcher and i am trembling in fear of what is gonna the slingshot become
They should either add a hammer or bow or maybe even a crossbow
Nerf was well deserved, linebounce powercrept every normal enemy in the game and wasn't too bad to time (not including ante-up)
although, i do wished the numbers could be tweaked to round up instead of round down, but that's the system's fault, not the devs.
me after realizing that qit 39 has 3 fears now
Hmm yes as a slingshot main this information will be very impactful
linebounce is still good, just do a three charge and it still does good damage
honestly, even if linebounce got nerfed im probably still gonna pick the ball over rocket launcher because of the status effects. i quite literally never upgrade my hp (it's been at 10 for my entire save) so it's either I dodge or spam status effects to keep me alive
Me when I balance and nerf weapons in my PVE co-op game (It went well with Helldivers when they did that right?)
Where did you find music from beginning? Who's channel?
its literally the music when you beat demo 3
@Kevinjellow ik. But i search this music on Internet, and couldn't find
@Upgraded-Large-Boombox-real you could just search ghostwalker music block tales and find "block tales ost" and scroll down till you find redemption made by unknownguy
@@Upgraded-Large-Boombox-realIt's called redemption
Looks at the slingshot in my hand
"Welp i know whats gonna happen."
DONT REMOVE POWER STAB ( I’m a knight main )
Me with my knight card: ok.
I still beated all those sentient statues with the linebounce after the update tho
im kinda new at the game still but how are people doing so much damage? im only doing 1 per rocket or 1 per ball. What do i do?
Specialize your build. Absolutely get baller if you want to rocket. Ante up also appears not to do anything to launcher's window. Use of baller, hyperball, and ante up alone adds 3 base damage.
cries because ghost potion in solo gives double exhaustion
also tears in my rocket launcher main eyes
devs has an insane nerfing problem its crazy
Wait have we met before on orthadoxx's stream?
I wonder what they will nerf next?
I swear that they are going to make everything 1 damage in the near future…
Me as a sword user, dealing 9 dmg with some buff:
Well. That just happened
As a Knight main Im hiding in fear until they inevitably decrease our action window by 2000% and remove all knight cards 😂
direct hit ability for launcher would be cool (more direct damage but no AOE)
I played demo 3 late because I had school but for some reason when I see other people in my party use launcher they do 1 damage? I’ve scrolled in this comments section and I’m surprised that people reached 9 damage with that
I didnt even notice linebounce got nerfed 😭😭😭
I love how they're removing all benefits of playing on your own, what's next, the HP of enemies is the same as if you had 3 other teammates when engaging in solo fights?
damage nerf ok, but make the timing window better as well. because i have my friend who struggles even without using ante up
the timing window is doubly easier
me as sword main:ok I’m good👍
Bro I did 10 Dmg in a solo run without the ante up it was first hit with dynamite, followed with double charge up (Try add some Free Ice/Poison/Fire if possible for more dmg) then a Power stab bro thats op
As a baller main, this gotta be the most devastating nerf. Still deserved, but wish they took a different approach that made it good and not just average.
Erm technically, ante up baller line bounce is better, so imagine 3 enemies, if u hit them with linebounce it will do 3 dmg to all of them, rocket does 2+4+2 dmg, linebounce does 3+3+3 dmg, so linebounce does 9 damage, rocket does 8 damage.
Launcher mains are not gonna be happy about this, i know it costs sp but like more total dmg
Thank God I was a Launcher main even before this cuz
1. It's consistent
2. Cuz I cannot for the life of me time normal ball with Ante Up (At the very least with Sword I can see the hit bar, and I can just spam click and space at the same time with Slingshot)
I'm not a fan of how the devs balance the game to be honest. Nerfing heavily grindy builds/literally capping their effectiveness was the wrong route imo, and this applies for thorns, ball stacking, etc. In nerfing these, the overall build curve in the game is flatter and the best build is sadly going to be very linear for most people. Imagine grinding all 5 snowball cards so you can do a 10 turn freeze with the help of someone else grinding 5 free ices only for half of that grinding to be DELETED from your inventory because the devs deemed it "too strong"
Thorns’s nerf was necessary kinda since killing ~50% of the enemies instantly regardless of if they had defense or not was broken
Snowball though? Why snowball?
5 snowball and free ice cap nerf was reasonable tho (incase they add more bp slot then those will become the most powercreep card EVER)
Atleast you understand why they did it.
Linebounce rocket launcher:
They won't make me use rocket launcher
Well am glad i completed the entire game on hard mode before this nerf otherwise my build would NOT be strong enough to clear it as fast as i did (still took me like 10 hours or smth)
line bounce is corpse now
Seems like a anti-ante up.
What is Hyperball?