Final strike? More like radioactive strike (the radioactive track stuff might be a lot stronger than even what was shown here...) For more bloons content, friendly reminder to check out the 2nd channel here: www.youtube.com/@ISABExtras
6:54 there is a hotkey for it actually. Iirc, it's the Monkey Special 1 and Monkey Special 2, and if you have back and forward button in your mouse, you can just bind to it and it'll make microing towers so much easier.
I got a bit sidetracked and ended up checking everything in the game that both monkey special 1 and 2 can do #1 can be used for things like setting heli points, mortar micro, changing the lock of dartling gunners, setting camo priority, switching boomer hands, reversing aces, targeting foam, targeting trap, targeting gwen cocktail, targeting obyn wall of trees, setting ace paragon carpet bomb, and setting ambush tech. #2 can be used for basically only targeting necro bloons from what I found, and if you want to switch directions on the ace paragon. I didn't mention the beast handler because it's a bit weird. I'll just give you what each does for each combination of paths: - X/0/0 - Hotkey #2 - 0/X/0 - Hotkey #2 - 0/0/X - Hotkey #1 - X/X/0 - Dino w/ Hotkey #1, Fish with Hotkey #2 - X/0/X - Bird w/ Hotkey #1, Fish with Hotkey #2 - 0/X/X - Bird w/ Hotkey #1, Dino with Hotkey #2 Also, for some reason, despite having the same button as targeting a lot of other towers, the button to set the centered path on the ace doesn't work with either of these hotkeys. Weird. Correct me if I'm wrong though or if I missed anything.
@@privatepumpkin7095 Thank you, this is extremely helpful. I found binding Special #1 to the 'grave' key on a windows keyboard (the one above Tab with ` ¬ ¦, it's not on all keyboards sadly) to be very helpful when doing stuff like Bloon Trap micro for bosses or quickly targeting gwen cocktail for races.
Honestly I wish it was a bit stronger for the price and had a better cool down for the final strike ability but seeing the showcase definitely not disappointed with the tower!
Yeah Ethan also showcased it and it is pretty underwhelming. I think a cheaper price and 5 seconds less on the ability cooldown after activation would fix this paran
It's the 3rd cheapest paragon, I wouldn't expect a buccagon/acegon type of opness with its kit. It's cheap, does damage and can also be used as a support for some specific runs/challenges, it's as good as it gets. I do agree though that final strike for how cool the name is, was quite underwhelming considering it takes forever to both cd while also completely disabling the paragon in the activation countdown.
i know its not a particularly expensive paragon but i feel like using the ability and then having to wait 15 seconds while also not attacking should warrant a strike that does more damage than that
@@Idc08-xv7qvit's definitely a bossing paragon. It's most likely the best paragon for dreadbloon on water maps. Single handedly makes Quincy very strong for bossing if he is lvl 20. Adora and Churchill aswell
The ability is terrible. Cooldown is way too long. The 15s delay is bad. And the damage is underwhelming at best. Only use is being an overpriced raw DPS paragon.
15:00 I think simply making the thing stronger should be the way to go. Have a very slow, not really usable in an emergency ability, that's incredibly strong. Just from the update trailer and the name "Final Strike" it sounds like it should absolutely end the round off (or at least pop everything on screen). Maybe have it do less damage against bosses to not be incredibly OP in timed bosses. It would still not trivialize endgame, since you have to time the ability, and it's cooldown would probably take longer than one single round. It could essentially counteract bad RNG in lategame rounds.
the ability should technically be named Sole Strike, since First Strike and Pre-emptive Strike are military profiles of engagement, and Sole Strike would be Pre-Emptive strikes violent, capable, and effective enough that no retaliatory strikes can be made at all.
I think a cool buff would be every moab on screen gets its own final strike hitting all of them when the countdown is over. From what I can see the final strike only has one target, which makes it worse compared to just hooking them in with boat.
@F14thunderhawk I think it's a little more like the bombs dropped on Hiroshima and Nagasaki, not your first choice but when you use it they don't have a ghost of a chance
The problem is that if Final Strike deals fixed damage, there's no number that is both not broken in boss events and is useful against lategame F-BADs. I think the only solution is to give it damage that scales with each round, possibly beginning at r140
The thing about CHIMPS is that you can’t sell, so you can’t UNDO your mistakes per se, but you can make small adjustments if needed. Not much easier, but much less unfair. This will actually help a lot with introducing new players to strategy refinement and micromanagement.
The Final Strike definitely needs a buff. It makes you stop attacking for 15 seconds and it dosen't even pop a reinforced BAD in the 140 with a degree of 48
the chimps change is so awesome, i love playing chimps but every time i play it and get somewhat far i lose focus or make a stupid mistake and bam 30+ minutes down the drain
Same here! Though, usually playing CHIMPS is a challenge with lots of things restricted and taken away to make harder, this change is great for more casual players and newbies. Even then, you could not use it if you feel like challenging yourself even more. Great change overall.
The CHIMPS change is interesting to me, since as pointed out, it's not actually truly *changing anything.* You could already do functionally the same thing if you react quick enough by just pausing and backing out, so the only thing adding the retry last round button does is make that process significantly faster and more forgiving. It's *just* a quality-of-life change to improve the experience for those less concerned with going full hardcore on CHIMPS and pursuing black borders.
cool paragon, im glad they differentiated it from the navarch and didnt just make it super expensive with crazy dps. we'll have to get a wider sample size to see how good it really is, personally i think the visual flair of the final strike could be tuned up, and maybe a bit extra damage. i also hope the support buffs are good enough to be worth using. a supportive paragon is really interesting, but im unsure from this video whether its better than a true sun god with double support sacrifice personally i would give it a bigger range (for the reactor damage + support) and lean more into its supportive utility, plus lean more into the ability, and maybe take away some damage from its main attack. but of course i havent used it myself yet
@@Idc08-xv7qvThe submerge seemsnto be for buffing towers but unless it granted a buff to other paragons (Maybe the navarch or smth?) I dont see a good role in bosses, which is where people use paragons to begin with
I’m a fan of the chimps change, it essentially just legitimises red border runs, given that before you were technically taking advantage of the save feature and it wasn’t entirely intended
It probably doesnt start the coundown if you use it between rounds, kinda like the overclock timer doesnt start to run out if you use it on a tower between rounds
@@cayde-6502 I think they mean using the ability at the end of a round, let it count down between rounds, then start the next round just before it launches. But it probably would function like Overclock as you said. Guess we'll be able to test it out when the update comes out
I say the submerged buff needs to be passive at all times, and everywhere. Sub Commander gives constant passive buff, and has global range with Knowledge, so why not the paragon? Realistically who would sacrifice a paragon's raw power to spam a bunch of lower tier towers whose power may not even come close to its own? If anything, the submerged effect should definitely work like Corvus's Recovery, and maybe does something else that doesn't do what a tier 5 already does but with a dearer exchange. And I also think the Final Strike countdown should be a tad shorter, 'cause 15 whole seconds of being useless seems a bit much to me. But overall, this is a pretty great design. I'm looking forward to more of it!
I always felt like Apopalypse was just a more interesting version of Half Cash since they both severely limited how much Cash you had to spend, but Apop had the added challenge of no down time. I'm not broken up over the addition of EoR cash, but I do think it was better without.
Just a guess, but I think what the buff does to other monkeys is just a cooldown reduction buff, since Energizer also gives cooldown reduction. My guess is, by submerging, that buff still gets applied to all other monkeys, but not the damage portion of it and that's why you can still see the buff icon over them. Only subs get the damage buff.
While I won't pass up another paragon, this honestly looks a bit too much like engineer paragon. Lots of potential to branch out beyond the existing paths by expanding the mechanics that already exist, but just never really realized. Submerge kind of just does what it already does+a damage buff slapped on it (to my knowledge, I could be wrong). Another dps paragon with nothing really new added to the table. I know it's difficult to make new stuff out of what is essentially just the concept of a raw damage machine, but it should kind of be a given from a design perspective to take full advantage of what makes a tower unique and build upon it. They did this with wizard by giving it a system that plays entirely into the graveyard mechanic so there's no reason to not do the same with submerge. Take this with a grain of salt of course because I'm shooting out this opinion before I'm able to try it.
i feel like the apopalypse mode change is perfect, its not supposed to be a hard mode, its a medium difficulty, but in most lists its right up with impoppable and chimps on difficulty but now with the end of round cash it belongs where it is, in medium mode. the final strike is so underwhelming, it annihilates rbe, but you dont need rbe with paragons, you need moab burst damage... the nuclear slag does pretty good damage but not enough
i actually really like the idea of an ability with a stupidly long cooldown, and a 15 second charge time but for it to work it needs a massive, and i mean MASSIVE damage buff. otherwise you just get more damage by not using it
Seems like the intended idea with the sub buff being active while submerged is to allow your other subs to cover for the DPS loss from the NSC while it’s charging up Final Strike. Get a sub army, submerge while charging FS, and the other subs’ DPS increase will hold off the chaff while FS knocks out the heavier targets. I think one QOL change would be to auto-submerge the NSC when it charges FS, as there doesn’t seem to be a point in having it left to manual control other that increasing micromanagement complexity
I made this paragon for the fun of it i was doing the collection event and i got to round 100 and figured why not put down a pool and make the new paragon. My paragon was only level 30ish but it was scary how much it sucked for the money spent on it. IF YOU have a long map and you have the map covered in bloons then the special will help because it puts down some type of radioactive residue where ever it hits a bloon. This is defiantly a support paragon. I would have been much more happy if they did the farm or village or the bomb tower. I always wondered what they would do for a bomb tower paragon
I think a good buff to the paragon would just be to put the cd on immediately upon use. Not after the 15 seconds is up. It’s a 15 second buff to the cd.. that’s enough.
I think it would be cool as a last resort run saver. I would be fine with the massive cooldown if it was able to take fortified bads more consistently. Otherwise, lower the cooldown. It looked like the radioactive goo was taking down the lesser blimps, so that can be a huge benifit
I kinda like that the tower has some support capabilities, but the +6 damage should really apply to everything in the tower's range, maybe even make it a map-wide buff that even applies to other paragons, even if it's a tiny buff for them.
Honestly, looks nice. At the end of last year they said that the new things would be a bit simpler after all the extremely complex things like Corvus, Beast Master, and Magus Perfectus. I think the simpler nature works well for sub.
13:30 I am though. CHIMPS literally in the name. The "C" stands for no "C"ontinues. If you fail you should restart anyway (plus this update doesn't affect black borders, if you die you only get gold).
8:11 - Since navarch money making stacks with an extra trade empire (if they didn't change it since last I played lmao), I'm sure the sub paragon buff will be able to be stacked with sub commander too. Probably still not that worth, but might be interesting to test.
I think this is a paragon that is on the right track to being really cool but just needs slightly more to it. The main weakness for my tastes is that it half-arses it's synergies. For a paragon, I feel like the synergies that it offers should be more applicable. Let the buff apply to all aquatic towers; that would give the sub paragon a unique style where you can submerge the sub, activate the final strike, but have your power shift from the paragon itself to the armies that it supports, in theory a mass of boats and subs. That creates a really satisfying gameplay loop, in my opinion. The Energizer damage might need a little more love as well; it really shouldn't be struggling against ceramics. That being said, I think that the general design direction is the correct one, it includes all three sub paths and is a design much more satisfying than just 'ha I do damaeg.' I really like the CHIMPS change. It doesn't cheapen the mode, it doesn't make it any easier; the end-game test of skill would still be black bordering maps, which is unchanged here. But it does make it possible to play CHIMPS as a fun game mode, like Impoppable, instead of having it feel like a commitment every time you want to try it. Ultimately, I don't think that feeling fit BTD6 very well, and I welcome the fact that CHIMPS is more accessible now. Same with Apopalypse mode; after you've done it a few times it got stale and ceased to offer anything new or interesting quite quickly. Now, sure, it's easier. But that also means that you have more flexibility within it, opens up many new strategies and self-imposed challenges.
we now have 2 primary paragons, 3 military paragons, 2 magic paragons, and 1 support paragon idk if we need more after this but i look forward to whatever NK has instore for us!
Paragons should be Able to do everything the tier 5s can do simoltaneously. I really dont like the concept of the paragons only being able to do one of these abilities at a time. Similar to the wizard paragon. I Hope they will at least make the sub commander buff permanent And not bound to the sub being submerged.
Final Striker should probably have an extra clause that makes it more of a nuke. For example, it could have an additional clause like the Paragon Slider to deal additional damage.
I definitely think that submerging it should drastically reduce the cooldown of the ability, It would add more depth to the siege core and give submergence more of a use case
I like the idea of more cheap/support paragons, it would be boring if all paragons are just dps especially sense that would never really change the meta unless it did a lot of dmg
I kinda wish retry last round option was in every other game mode. BTD6 is the relaxing tower defense for me, and when I die its more so because im not paying much attention because im playing it while working on things in the background. Would love to have that because I know for a fact I can beat whatever round I died on with extra cash, I just want to be able to see if I can salvage it without having it. Think the final strike needs a massive buff in terms of damage against normal bloons, and probably for bosses apply a sort of embrittlement + damage over time effect. It at the very least should do as much damage as the paragon would have in those 15 seconds it was waiting for the countdown.
Timed ranked runs are gonna take so much longer You’re gonna have to hit the ability the round before the boss spawns. If you mess up slightly and hit the boss checkpoint, you restart the run. But if you time it right, you save less than a second
I think that the Sub paragon is pretty good. I think the Final Strike was made for Early Damage to bosses, however I think the game problem is that all of its special gimmicks are just not very good. Ways to fix: 1. 30% More range (BUFF) 2. 10k price increase (NERF) 3. Submerging now decreases cooldown rate of all non-paragon abilities, plus its Own, by 50% (BUFF) 4. Final Strike Triggers after 10 seconds, instead the 15 (BUFF) 5. Final Strike cooldown has 20% less cooldown (BUFF) 6. Final Strike deals 10% more damage (BUFF) 7. Main Missile attack damage halved (NEERRRRFFF) 8. Submerge AOE damage tripled (BUFF) 9. Submerge Now instead grants 6 damage, 30% range, 5% attack speed, and 8 pierce (BUFF)
With them adding camo damage, it would be dope if a paragon could make all balloons camo and allow all balloons to see camo so every tower that has extra camo damage would get a little buff. Adding camo damage was a bit of a nerf to decamo towers.
the ability should just one shot everything on screen. with how long the cooldown is, and the fact that it stops attacking for 15 seconds before launching the bombs, i don’t think this would be unbalanced. it looks useless at the moment. the rest of the paragon seems good tho.
There is a few ways that you could buff the ability, but the most obvious is shorten the countdown. It being 15 seconds feels far too long and it just feels better in general to have it countdown from 10. Like from a pure aesthetic standpoint at least. I think it would be interesting if when you used the ability it also gave a similar buff as call to arms except only for water based towers. Just a lil something to make it feel like there is a purpose to fully stopping your attack. As it is now the ability seems to make you lose a lot of dps just by using it and that just feels wrong.
I think that the submerged form should give a significant buff to Final Strike, because that would make both the submerged and final strike a lot more viable. Like, maybe 1/3 the cooldown and up the damage.
This will make competitive boss interesting, cause people will use it to 1-shot bosses by timing the ability so that it shoots right when the boss spawns.
I really think they should slow down the rate of fire of the missiles but have them hit harder for its first strike hits, and I do like the fallout of the final strike
love everything except the final strike ability, especially after seeing that 48 paragon not even one shot the 140 fortified bad. I think final strike should guarantee the destruction of its target tbh (outside of Boss bloons), it already has some other cool bonuses though, I like that its blast radius is huge compared to first strike, and that it leaves behind those radioactive puddles.
They should have 2 abilities. Final strike: sends a single target nuke at the strongest ballon on screen. Then the other ability is: Obliteration: sends 250 first stikes or like a huge aoe damage. There should only have a count down of 10 seconds. For the final strike ability it should be a 10 second count down and should say. T minus 10 seconds. Then 9, 8, 7, 6, 5, 4, 3, 2, 1… kaboom.
ok cool idea to fix the master builder. We all expected every path and it was a disappointment, but what if the different paths were in the turrets. The green turrets could run around and scoop up balloons and turn them into money. The red turrets could go around and boost their fellow turrets. and the other turrets just do their thing. Idk just an idea.
Free retry last round in CHIMPS is going to be massive!!! It will let you script out your black-border run without being in map editor. Especially impactful for mobile players, where pausing the game can be... difficult
I'll be doing some boss runs when this update drops. Given the balance of offense, utility, and affordability, I can see some great setups. Especially for Vortex to avoid the stuns.
I hope if you use a retry in chimps you only get the red medal, the one you get if you pause and reload a round. I do like it being there but the black medal/border hold a certain significance i feel is undermined by it. its too close to a continue.
I hope they either decrease the cooldown significantly and reduce the damage a lot or increase the BAD damage (not boss dps) significantly for another 10 seconds on the cooldown and get rid of the count down plus increase the area the nuke covers (if it doesn’t already do global damage idk how the nuke works yet I’d assume it would already do full screen damage because NUKE)
Final strike? More like radioactive strike (the radioactive track stuff might be a lot stronger than even what was shown here...)
For more bloons content, friendly reminder to check out the 2nd channel here: www.youtube.com/@ISABExtras
ok
epic video as always
Apple (I beat sussybuoy to it!)
WAIT HOW IS THIS COMMENT 2 HRS AGO IF THIS VID CAME OUT 12MIN AGO!?
crazy
5:08 Nautic Siege Core definitely sounds like a resource straight outta Subnautica
Sounds like something you would attach to the Cyclops, which would let you use torpedoes.
also sounds like some minecraft modpack stuff you'd use to make endgame machinery
I was thinking subnautica too, like a power recourse for the rocket at the end.
lmao so true
Sounds like something post ion cube
6:54 there is a hotkey for it actually. Iirc, it's the Monkey Special 1 and Monkey Special 2, and if you have back and forward button in your mouse, you can just bind to it and it'll make microing towers so much easier.
Right! Didn't notice that since the access accounts were reset to default keybinds so my usual hotkey for monkey special 1 didn't work
@@BTDIsabHi Isab !
I got a bit sidetracked and ended up checking everything in the game that both monkey special 1 and 2 can do
#1 can be used for things like setting heli points, mortar micro, changing the lock of dartling gunners, setting camo priority, switching boomer hands, reversing aces, targeting foam, targeting trap, targeting gwen cocktail, targeting obyn wall of trees, setting ace paragon carpet bomb, and setting ambush tech. #2 can be used for basically only targeting necro bloons from what I found, and if you want to switch directions on the ace paragon.
I didn't mention the beast handler because it's a bit weird. I'll just give you what each does for each combination of paths:
- X/0/0 - Hotkey #2
- 0/X/0 - Hotkey #2
- 0/0/X - Hotkey #1
- X/X/0 - Dino w/ Hotkey #1, Fish with Hotkey #2
- X/0/X - Bird w/ Hotkey #1, Fish with Hotkey #2
- 0/X/X - Bird w/ Hotkey #1, Dino with Hotkey #2
Also, for some reason, despite having the same button as targeting a lot of other towers, the button to set the centered path on the ace doesn't work with either of these hotkeys. Weird.
Correct me if I'm wrong though or if I missed anything.
@@privatepumpkin7095 Thank you, this is extremely helpful. I found binding Special #1 to the 'grave' key on a windows keyboard (the one above Tab with ` ¬ ¦, it's not on all keyboards sadly) to be very helpful when doing stuff like Bloon Trap micro for bosses or quickly targeting gwen cocktail for races.
I think you have the honor of one of the few comment isab has ever replied to, considering how his comment section is lol.
The chimps retry last round seems especially nice in co-op multiplayer because you can't back out and go back in to restart the round
And then the Red Co op Chimps medal will finally be used in game!
Not the point, but interesting.
Honestly I wish it was a bit stronger for the price and had a better cool down for the final strike ability but seeing the showcase definitely not disappointed with the tower!
Yeah Ethan also showcased it and it is pretty underwhelming. I think a cheaper price and 5 seconds less on the ability cooldown after activation would fix this paran
@@m1ximus749 definitely
@@m1ximus749 it's like the 3rd cheapest paragon rn i think it's fine tbh, though i do agree the ability could be stronger
It's the 3rd cheapest paragon, I wouldn't expect a buccagon/acegon type of opness with its kit. It's cheap, does damage and can also be used as a support for some specific runs/challenges, it's as good as it gets. I do agree though that final strike for how cool the name is, was quite underwhelming considering it takes forever to both cd while also completely disabling the paragon in the activation countdown.
It seems very underwhelming.
i know its not a particularly expensive paragon but i feel like using the ability and then having to wait 15 seconds while also not attacking should warrant a strike that does more damage than that
100k damage tied with a long ass cooldown that also disables the paragon completely upon activation for 15 fucking seconds 💀
@@Idc08-xv7qvit's definitely a bossing paragon. It's most likely the best paragon for dreadbloon on water maps. Single handedly makes Quincy very strong for bossing if he is lvl 20. Adora and Churchill aswell
It likely does absolutely insane boss damage. Unfortunately paragons pretty much do not take the main game into consideration when being designed.
The ability is terrible. Cooldown is way too long. The 15s delay is bad. And the damage is underwhelming at best. Only use is being an overpriced raw DPS paragon.
15:00 I think simply making the thing stronger should be the way to go. Have a very slow, not really usable in an emergency ability, that's incredibly strong. Just from the update trailer and the name "Final Strike" it sounds like it should absolutely end the round off (or at least pop everything on screen). Maybe have it do less damage against bosses to not be incredibly OP in timed bosses.
It would still not trivialize endgame, since you have to time the ability, and it's cooldown would probably take longer than one single round. It could essentially counteract bad RNG in lategame rounds.
Actually a fun idea tbh. The idea of a end all be all button would go hard.
the ability should technically be named Sole Strike, since First Strike and Pre-emptive Strike are military profiles of engagement, and Sole Strike would be Pre-Emptive strikes violent, capable, and effective enough that no retaliatory strikes can be made at all.
I think a cool buff would be every moab on screen gets its own final strike hitting all of them when the countdown is over. From what I can see the final strike only has one target, which makes it worse compared to just hooking them in with boat.
make it target everything on the screen, maybe even do % based damage so it scales better into late game like boat & ninja paragon
@F14thunderhawk I think it's a little more like the bombs dropped on Hiroshima and Nagasaki, not your first choice but when you use it they don't have a ghost of a chance
3:27 noooooo you were able to place it 😭
😭😭😭
*Pain.*
the BEZ really did get a glow up
💀
Funniest comment I’ve read all week
bez on water
@@constellationmaker145bez is so drippy now
bro holy shit that is so accurate
The big boom doesn’t put feel as big as a boom has to be
I kinda wish it was like a TSAR bomba full map nuke. The ace paragon already uses carpet bombs instead.
That is because it has a entire 15 second hype cooldown to it
Slightly stronger small range tsar bomba
r/ihadastroke
Maybe the final strike has massive boss damage hence the delay to make high skill boss runs require more calculations for better time
That's what I was thinking. I was expecting it to absolutely destroy bosses. Specifically Dreadbloon
The problem is that if Final Strike deals fixed damage, there's no number that is both not broken in boss events and is useful against lategame F-BADs. I think the only solution is to give it damage that scales with each round, possibly beginning at r140
The thing about CHIMPS is that you can’t sell, so you can’t UNDO your mistakes per se, but you can make small adjustments if needed. Not much easier, but much less unfair. This will actually help a lot with introducing new players to strategy refinement and micromanagement.
The Final Strike definitely needs a buff. It makes you stop attacking for 15 seconds and it dosen't even pop a reinforced BAD in the 140 with a degree of 48
the chimps change is so awesome, i love playing chimps but every time i play it and get somewhat far i lose focus or make a stupid mistake and bam 30+ minutes down the drain
true
It's such a nice qol
Same here! Though, usually playing CHIMPS is a challenge with lots of things restricted and taken away to make harder, this change is great for more casual players and newbies. Even then, you could not use it if you feel like challenging yourself even more. Great change overall.
@@GlitchSaboteurand it doesn’t change black border runs
i lost on round 100 to a red bloon
Isab you are 12 hours too early
first
@@user-kv9er7ed3r??!
first
he didn’t post yesterday
Isab always comes early
The Paragon is kind a Sub-Par ngl
Subpar got that subpar look and subpar ability 💀
Nice one, also yea
lmao
I think the point of the final strike is that it still works while submerged, so you can use it while it's buffing other towers for more damage.
The CHIMPS change is interesting to me, since as pointed out, it's not actually truly *changing anything.* You could already do functionally the same thing if you react quick enough by just pausing and backing out, so the only thing adding the retry last round button does is make that process significantly faster and more forgiving.
It's *just* a quality-of-life change to improve the experience for those less concerned with going full hardcore on CHIMPS and pursuing black borders.
yeap, im actually coming back to play the game just because this change
cool paragon, im glad they differentiated it from the navarch and didnt just make it super expensive with crazy dps. we'll have to get a wider sample size to see how good it really is, personally i think the visual flair of the final strike could be tuned up, and maybe a bit extra damage. i also hope the support buffs are good enough to be worth using. a supportive paragon is really interesting, but im unsure from this video whether its better than a true sun god with double support sacrifice
personally i would give it a bigger range (for the reactor damage + support) and lean more into its supportive utility, plus lean more into the ability, and maybe take away some damage from its main attack. but of course i havent used it myself yet
16:30 I love how bro looked up at you like that.
I think it’s a cool paragon, but I think it needs some work. I think the energizer DOT area should be larger.
Aside from the ability, yeah. The radiation damage seems fucking awful while also having the same gizer range.
@@Idc08-xv7qvThe submerge seemsnto be for buffing towers but unless it granted a buff to other paragons (Maybe the navarch or smth?) I dont see a good role in bosses, which is where people use paragons to begin with
@@ShiaTheBunnyGirl it does reduce paragon ability cooldowns (plane, bucc, engi) but until we have more paragons thats not very useful
@@UltraLegoEnthusiast that seens ever so slightly useful for the Ace and Engi but I dont think its worth the cost of miniscule damage from the Nautic
Thank you ISAB for contaminating a beautiful spring with toxic chemicals 😊
POV: America
@@audrarodgers3536 ?
I’m a fan of the chimps change, it essentially just legitimises red border runs, given that before you were technically taking advantage of the save feature and it wasn’t entirely intended
16:40
I wonder if you could turn off autostart, use the ability at the end of a round, and then time it to destroy whatever comes in next.
It probably doesnt start the coundown if you use it between rounds, kinda like the overclock timer doesnt start to run out if you use it on a tower between rounds
@@cayde-6502 True
@@cayde-6502 I think they mean using the ability at the end of a round, let it count down between rounds, then start the next round just before it launches. But it probably would function like Overclock as you said. Guess we'll be able to test it out when the update comes out
I say the submerged buff needs to be passive at all times, and everywhere. Sub Commander gives constant passive buff, and has global range with Knowledge, so why not the paragon? Realistically who would sacrifice a paragon's raw power to spam a bunch of lower tier towers whose power may not even come close to its own? If anything, the submerged effect should definitely work like Corvus's Recovery, and maybe does something else that doesn't do what a tier 5 already does but with a dearer exchange. And I also think the Final Strike countdown should be a tad shorter, 'cause 15 whole seconds of being useless seems a bit much to me.
But overall, this is a pretty great design. I'm looking forward to more of it!
I always felt like Apopalypse was just a more interesting version of Half Cash since they both severely limited how much Cash you had to spend, but Apop had the added challenge of no down time. I'm not broken up over the addition of EoR cash, but I do think it was better without.
0:55 I saw that UI change for the Energizer.
Looks like Submerging is now its own icon instead of being a target priority.
Just a guess, but I think what the buff does to other monkeys is just a cooldown reduction buff, since Energizer also gives cooldown reduction. My guess is, by submerging, that buff still gets applied to all other monkeys, but not the damage portion of it and that's why you can still see the buff icon over them. Only subs get the damage buff.
While I won't pass up another paragon, this honestly looks a bit too much like engineer paragon. Lots of potential to branch out beyond the existing paths by expanding the mechanics that already exist, but just never really realized. Submerge kind of just does what it already does+a damage buff slapped on it (to my knowledge, I could be wrong). Another dps paragon with nothing really new added to the table. I know it's difficult to make new stuff out of what is essentially just the concept of a raw damage machine, but it should kind of be a given from a design perspective to take full advantage of what makes a tower unique and build upon it. They did this with wizard by giving it a system that plays entirely into the graveyard mechanic so there's no reason to not do the same with submerge.
Take this with a grain of salt of course because I'm shooting out this opinion before I'm able to try it.
8:00 worth mentioning it sounds like the submerge buff is just the same buff you get from base sub commander
i feel like the apopalypse mode change is perfect, its not supposed to be a hard mode, its a medium difficulty, but in most lists its right up with impoppable and chimps on difficulty but now with the end of round cash it belongs where it is, in medium mode.
the final strike is so underwhelming, it annihilates rbe, but you dont need rbe with paragons, you need moab burst damage... the nuclear slag does pretty good damage but not enough
i actually really like the idea of an ability with a stupidly long cooldown, and a 15 second charge time
but for it to work it needs a massive, and i mean MASSIVE damage buff. otherwise you just get more damage by not using it
5:05 Minecraft nautila shells is what you thinking with the conduit
Minecraft, brawl stars and btd6 you have a good taste for games
Seems like the intended idea with the sub buff being active while submerged is to allow your other subs to cover for the DPS loss from the NSC while it’s charging up Final Strike. Get a sub army, submerge while charging FS, and the other subs’ DPS increase will hold off the chaff while FS knocks out the heavier targets. I think one QOL change would be to auto-submerge the NSC when it charges FS, as there doesn’t seem to be a point in having it left to manual control other that increasing micromanagement complexity
Petition to call the Heli paragon "The Valkyre"
you can set the submerge thingie to a hotkey its the same as like camo targeting or beast handler probably
1 ship haul, 2 masts, 4 sails(2 large 2 small), and 1 nautic siege core
ig this could be a recipe
Nautic siege core could easily be a calamity crafting material! There are already a lot of cores, like 6
100k single target damage on an ability that causes you to wait 15s AND has a cooldown of 2+ minutes??? It def needs a buff
I made this paragon for the fun of it i was doing the collection event and i got to round 100 and figured why not put down a pool and make the new paragon. My paragon was only level 30ish but it was scary how much it sucked for the money spent on it. IF YOU have a long map and you have the map covered in bloons then the special will help because it puts down some type of radioactive residue where ever it hits a bloon. This is defiantly a support paragon. I would have been much more happy if they did the farm or village or the bomb tower. I always wondered what they would do for a bomb tower paragon
I think a good buff to the paragon would just be to put the cd on immediately upon use. Not after the 15 seconds is up. It’s a 15 second buff to the cd.. that’s enough.
Super buffing the submarine finna go crazy
For future videos you should use the paragon for buffing since the submerge does so little damage
I can appreciate how he doesn't make click bait Thumbnails. He doesn't treat us like kids for views ❤ Thank you ISAB for popping the blooms
I think it would be cool as a last resort run saver. I would be fine with the massive cooldown if it was able to take fortified bads more consistently. Otherwise, lower the cooldown. It looked like the radioactive goo was taking down the lesser blimps, so that can be a huge benifit
Nautical siege core is meant to buff all towers when it is submerged, in the update video they show it with buckshot
I kinda like that the tower has some support capabilities, but the +6 damage should really apply to everything in the tower's range, maybe even make it a map-wide buff that even applies to other paragons, even if it's a tiny buff for them.
i feel like it looks less like a sub and more like a bottom path dartling gunner still its a great paragon
Dam.. got me with those Easter eggs man…. That was really funny. lol I rarely have to pause a video but it’s just the way he said it. Haha
Honestly, looks nice. At the end of last year they said that the new things would be a bit simpler after all the extremely complex things like Corvus, Beast Master, and Magus Perfectus. I think the simpler nature works well for sub.
13:30 I am though. CHIMPS literally in the name. The "C" stands for no "C"ontinues. If you fail you should restart anyway (plus this update doesn't affect black borders, if you die you only get gold).
8:11 - Since navarch money making stacks with an extra trade empire (if they didn't change it since last I played lmao), I'm sure the sub paragon buff will be able to be stacked with sub commander too. Probably still not that worth, but might be interesting to test.
I think this is a paragon that is on the right track to being really cool but just needs slightly more to it. The main weakness for my tastes is that it half-arses it's synergies. For a paragon, I feel like the synergies that it offers should be more applicable. Let the buff apply to all aquatic towers; that would give the sub paragon a unique style where you can submerge the sub, activate the final strike, but have your power shift from the paragon itself to the armies that it supports, in theory a mass of boats and subs. That creates a really satisfying gameplay loop, in my opinion. The Energizer damage might need a little more love as well; it really shouldn't be struggling against ceramics. That being said, I think that the general design direction is the correct one, it includes all three sub paths and is a design much more satisfying than just 'ha I do damaeg.'
I really like the CHIMPS change. It doesn't cheapen the mode, it doesn't make it any easier; the end-game test of skill would still be black bordering maps, which is unchanged here. But it does make it possible to play CHIMPS as a fun game mode, like Impoppable, instead of having it feel like a commitment every time you want to try it. Ultimately, I don't think that feeling fit BTD6 very well, and I welcome the fact that CHIMPS is more accessible now. Same with Apopalypse mode; after you've done it a few times it got stale and ceased to offer anything new or interesting quite quickly. Now, sure, it's easier. But that also means that you have more flexibility within it, opens up many new strategies and self-imposed challenges.
we now have 2 primary paragons, 3 military paragons, 2 magic paragons, and 1 support paragon
idk if we need more after this but i look forward to whatever NK has instore for us!
All monkeys will get paragons,except super
Paragons should be Able to do everything the tier 5s can do simoltaneously. I really dont like the concept of the paragons only being able to do one of these abilities at a time. Similar to the wizard paragon. I Hope they will at least make the sub commander buff permanent And not bound to the sub being submerged.
Thank you ISAB for popping bloons with Final Strike
Final Striker should probably have an extra clause that makes it more of a nuke. For example, it could have an additional clause like the Paragon Slider to deal additional damage.
I definitely think that submerging it should drastically reduce the cooldown of the ability, It would add more depth to the siege core and give submergence more of a use case
10:25 i think that's just for the cooldown reductions.
I think the countdown should be 10 seconds becuase that just were most peaple count downfrom. Makes sense
Sad I hoped it would be as op as the pirate paragon because pirate paragon is the best tower in the game, pirate paragon for life!
6:30 That I icon looks very funny.
With this tower being added we now have two primary, three military, one magic (two if you count the dark sun god), and one support.
The icon is a real buff, but for anything other than Heroes and Subs, all the buff does is reduce cooldowns like the top path 5 tier.
i wonder if the ability will be much more useful for bosses than lategame
Should be the case considering how much weaker carpet bomb's damage against non-boss target
ISAB: Let's send the scariest bloon of them all.
BAD: Am I a joke to you?
Oh *hell* yes! That chimps change will make the game so much more enjoyable for me! Fantastic news
I like the idea of more cheap/support paragons, it would be boring if all paragons are just dps especially sense that would never really change the meta unless it did a lot of dmg
I kinda wish retry last round option was in every other game mode. BTD6 is the relaxing tower defense for me, and when I die its more so because im not paying much attention because im playing it while working on things in the background. Would love to have that because I know for a fact I can beat whatever round I died on with extra cash, I just want to be able to see if I can salvage it without having it.
Think the final strike needs a massive buff in terms of damage against normal bloons, and probably for bosses apply a sort of embrittlement + damage over time effect. It at the very least should do as much damage as the paragon would have in those 15 seconds it was waiting for the countdown.
Timed ranked runs are gonna take so much longer
You’re gonna have to hit the ability the round before the boss spawns.
If you mess up slightly and hit the boss checkpoint, you restart the run. But if you time it right, you save less than a second
The final strike should instantly kill everything within the missile's splash radius if it takes fifteen seconds of no damage to actually work.
I think that the Sub paragon is pretty good. I think the Final Strike was made for Early Damage to bosses, however I think the game problem is that all of its special gimmicks are just not very good. Ways to fix:
1. 30% More range (BUFF)
2. 10k price increase (NERF)
3. Submerging now decreases cooldown rate of all non-paragon abilities, plus its Own, by 50% (BUFF)
4. Final Strike Triggers after 10 seconds, instead the 15 (BUFF)
5. Final Strike cooldown has 20% less cooldown (BUFF)
6. Final Strike deals 10% more damage (BUFF)
7. Main Missile attack damage halved (NEERRRRFFF)
8. Submerge AOE damage tripled (BUFF)
9. Submerge Now instead grants 6 damage, 30% range, 5% attack speed, and 8 pierce (BUFF)
With them adding camo damage, it would be dope if a paragon could make all balloons camo and allow all balloons to see camo so every tower that has extra camo damage would get a little buff. Adding camo damage was a bit of a nerf to decamo towers.
They definitely should give more attention to the Final Strike. Maybe giving it more damage is the way to go, because well, "Final Strike".
I'm glad I gave a reason to start using the sub again outside of decamo.
You know it's good when they actually describe what it does in the description.
the ability should just one shot everything on screen. with how long the cooldown is, and the fact that it stops attacking for 15 seconds before launching the bombs, i don’t think this would be unbalanced. it looks useless at the moment. the rest of the paragon seems good tho.
oh and i guess make bosses immune to it or something
There is a few ways that you could buff the ability, but the most obvious is shorten the countdown. It being 15 seconds feels far too long and it just feels better in general to have it countdown from 10. Like from a pure aesthetic standpoint at least. I think it would be interesting if when you used the ability it also gave a similar buff as call to arms except only for water based towers. Just a lil something to make it feel like there is a purpose to fully stopping your attack. As it is now the ability seems to make you lose a lot of dps just by using it and that just feels wrong.
I think that the submerged form should give a significant buff to Final Strike, because that would make both the submerged and final strike a lot more viable. Like, maybe 1/3 the cooldown and up the damage.
Only real ones remember strong submerge.
Hi isab! Do you use a 1080p monitor or is there another reason for your videos being 1080? 1080 is completely fine but more is always better 😁
This will make competitive boss interesting, cause people will use it to 1-shot bosses by timing the ability so that it shoots right when the boss spawns.
I really think they should slow down the rate of fire of the missiles but have them hit harder for its first strike hits, and I do like the fallout of the final strike
love everything except the final strike ability, especially after seeing that 48 paragon not even one shot the 140 fortified bad.
I think final strike should guarantee the destruction of its target tbh (outside of Boss bloons), it already has some other cool bonuses though, I like that its blast radius is huge compared to first strike, and that it leaves behind those radioactive puddles.
They should have 2 abilities. Final strike: sends a single target nuke at the strongest ballon on screen. Then the other ability is: Obliteration: sends 250 first stikes or like a huge aoe damage. There should only have a count down of 10 seconds. For the final strike ability it should be a 10 second count down and should say. T minus 10 seconds. Then 9, 8, 7, 6, 5, 4, 3, 2, 1… kaboom.
oh this is exciting, Sub is one of the most fun towers to use glad it has a paragon now
3:27 there was a miniscule spot you could place the sub
ok cool idea to fix the master builder. We all expected every path and it was a disappointment, but what if the different paths were in the turrets. The green turrets could run around and scoop up balloons and turn them into money. The red turrets could go around and boost their fellow turrets. and the other turrets just do their thing. Idk just an idea.
I like how on the thumbnail it looks like the paragon is degree 6. (I know that it is the ability cooldown thingy it just looks like the degree)
that CHIMPS change is awesome I hope to actually get some good runs and not die to DDTS now
Free retry last round in CHIMPS is going to be massive!!! It will let you script out your black-border run without being in map editor.
Especially impactful for mobile players, where pausing the game can be... difficult
Nk definitely watched Oppenheimer while trying to come up with a decent ability for the sub paragon
Yo I'm so glad BTD6 added my favourite music genre: Nautic Siege Core
3:27 there was a spot!
I'll be doing some boss runs when this update drops. Given the balance of offense, utility, and affordability, I can see some great setups. Especially for Vortex to avoid the stuns.
I hope if you use a retry in chimps you only get the red medal, the one you get if you pause and reload a round. I do like it being there but the black medal/border hold a certain significance i feel is undermined by it. its too close to a continue.
I hope they either decrease the cooldown significantly and reduce the damage a lot or increase the BAD damage (not boss dps) significantly for another 10 seconds on the cooldown and get rid of the count down plus increase the area the nuke covers (if it doesn’t already do global damage idk how the nuke works yet I’d assume it would already do full screen damage because NUKE)
i quit playing btd6 like a year ago but i still love ur watching ur videos keep the great videos up
Perhaps the submerged buff only reduces ability cool down for non-sub towers.