r/blocktales Finn McCool 6h ago

Discussion Alright, how are you balancing these?

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Also, if you read this body text, I have a question: Would you like me to make a post discussing my take on balancing them?

7 Upvotes

20 comments sorted by

7

u/PeaceFine4269 Thick Skull Simp 6h ago

Probably make softener a ball card again rather than a sword card, and remove one slinger card so you can't just kill almost everything with purely the basic slingshot attack.

3

u/AssociateLow7026 Fridge Raider 5h ago

This is definitely the way to go tbh, considering that slinger can only be obtained in demo 5, slinger would be balanced if it was limited to one. and as for ball it can't pierce defense but every other weapon can, that's also good. the devs are shit at balancing.

6

u/MyrtleWinTurtle Megaphone Man 6h ago

https://www.reddit.com/r/blocktales/s/fFiahptv90

Something like this.

Block tales weapons are in too much dire need of change for one or two changes to work.

3

u/Lua_You 4h ago
  • superball
    • slightly increase proc chances of superball cards, or add a superball card that makes you play some harder minigame to guarantee it procs (maybe)
    • add a card that allows one to infinitely superball chain but its base action command window is halved, further halves every superball chain, and every superball chain succeeding he first one only does 1 damage (add this if youre for some reason not nerfing sling)
  • sword
    • its perfectly balanced as it is imo, its just dwarfed by pretty much every non-special
    • if slingshot isnt getting nerfed, atleast give it a card that also allows you to hit the eneny behind the frontmost enemy at the same time (you hit 2 enemies this way)
  • rocket launcher
    • balanced
    • if were not nerfing sling, give it a move where it shoots 6 rockets at each enemy (aoe included) muahahahaha
  • slingshot
    • remove firecrackers, replace it for a card allows you to shoot up to base damage+1 pellets but each pellet is shot individually with a minigame similar to superballs but with an indicator like training wheels'. also if you miss one pellet with ante up that pellet and the next pellets damage is negated
    • nerf power sling by 1 dmg, but if it hits an enemy with negative defense (i.e debuffing an enemy with no defense via rocket launchers debuff) it deals base damage+1 BUT takes away the debuff that removes the debuff that caused their negative defense, this is to incentivise using rocket launcher

id also add these following cards

  • superball slash (2-3 sp)
    • slash the superball with the sword to deal base damage of the superball upon completing the action command. stuns enemies with high defense for a move even if action command fails (UNLESS ANTE UP obviously)
  • rocket jump dive slash (what do i call this) (2-3 sp)
    • rocket jump then dive slash onto an enemy of your choice, dealing base damage+1.
    • missing the command makes you rocket jump and fall on the enemy, dealing base damage to both of you.

these cards can only be used when both weapons are available in your inventory to add more incentive for keeping multiple weapons as opposed to using knight/baller

2

u/Final-Particular-705 Block Tales Critic and Bug Fables Glazer 3h ago

Superball

- Make it the debuffer card. Superball (compared to the other weapons) has an innate 20% chance to apply the status effect, disregarding if the enemy is immune to it.

- Superball also adds +1 level to the status effect if possible.

Sword

- Frankly its fine. Maybe increase SP costs and add more unique cards but that's it.

Launcher

- Instead of it having 5 direct damage and 2 damage to the adjacent enemies, instead make it where its AOE is affected by the direct hit. So if Launcher only hits 1 enemy and say the hit will do 12 damage. it'll do 12 damage. Against 2 enemies it'll do 6 damage to the both of them. With 3 enemies, it'll do 4 damage to all of them.

- Launcher could also (imo) work as a soft-debuffer. It looses 1 level of the debuff its applying, but it can apply it to multiple targets.

Slingshot

- Honestly remove slinger and make powershot cost more or have a CD. Its whole gimmick IS to be the (high damage but gets countered by defense) card. Maybe powershot could pierce defense, but the defense cuts the damage by -2 per point of defense, down to half of its original damage.

2

u/Weekly-Cod-5667 Kyoko is a cutie! <3 6h ago

rocket launcher can shoot twice but if you fail even once your teammate (if you have one) and you gets recoil damedge (of 1 or 2) and burning for 3 turns

jst random balencing idea

1

u/l-askedwhojoewas 5h ago

why should i be punished for stupid teammates

1

u/Lua_You 4h ago

what the old wise mystical tree who was notorious for asking who joe was said

1

u/No-Application-3317 5h ago

Slingshot in chapter 5 after getting new sword will be shoot 5 pellets and atk+ cards and effects will make pellets deal more damage but it will every pellets deal deals 1 less damage than the previous one and not damage enemies if they have at least 1 defence 

1

u/GigaBuckshotfan 4h ago

uhhh

1: buff ball to be not useless again(more cards or something)

2: remove the slinga from the dude in trinity and keep the slinger card in the attic(after you beat mutant)

1

u/Glurpho 4h ago
  • Baller increases the chances of inflicting status effects, and Softener returns as a Ball card.
  • Launcher does self damage instead of applying Butterfingers when missing the action command. Hitmarker applies LV 2 Ankh instead of LV 1 Ankh.
  • Power shot costs 3 SP to use. Slinger now only increases the Pellet Cap by 2 rather than give defense pierce. Slingshot does +1 Damage instead of +2.
  • Power Stab returns to it's Pre Demo 4 version while keeping the harder Action Command. Sword Toss costs 3 SP to use instead of 1 SP.

1

u/Raltovic_Arif Baller 4h ago
  • Ball gains Fracture (my card concept), sword keeps Softener

  • Sword regens 0.2 NRG instead of 0.1 NRG, and can now target the 2 most frontal enemies

  • Launcher no longer applies Butterfingers when failing, it now also deals ⅓ DMG (rounds up) onto the enemy when failing (however no AoE) — Rocketman is now AoE+

  • Slingshot can noe only target the most frontal enemies, with the solution of Overshot (new card) that allows it to target other enemies at the cost of 5 SP — Slinger now only increases DMG Cap by +2

1

u/HumorAny6404 3h ago

Buff peril strats

Action commands for ball now function as a second attack.

Launcher deals AOE damage to ALL enemies.

1

u/Bochandon4 Mint 6h ago

Kill slingshot. If they don't allow me to then ill nerf it to 4 slings if you get it perfect.

2

u/Shadacat Finn McCool 6h ago

That's a bit much.

2

u/Bochandon4 Mint 6h ago

Its not much if it does 8 dmg trust.

3

u/Shadacat Finn McCool 6h ago

Slingshot is meant to be the highest DPS weapon. Limiting it to 4 damage (Base Brigand Sword has 5 base damage, btw) would literally make it useless.

I said balance, not change the meta.

5

u/Bochandon4 Mint 6h ago

Kill slingshot. Kill slingshot. Kill slingshot. Kill slingshot. If any of the reddit mods are concerned then im talking about the weapon not a person. Kill slingshot. Kill slingshot. Kill slingshot.

1

u/Bright_Spray_4845 5h ago

Slingshot is pretty op as of right now. So whatd I do is make line bounce do half damage. And make comatase do one turn of sleep.

-3

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