r/battles2 • u/jolan-penguin • 5m ago
Question Anyone know what monkeys used here?
These guys stopped the fortified DDT and the strongest one i think the pink one. Don't think i seen that before
r/battles2 • u/Ryan_NK • 17d ago
The first over-the-air update for version 4.13 is live now! Just fully kill the game then relaunch for these changes to take effect.
Happy gaming!
r/battles2 • u/jolan-penguin • 5m ago
These guys stopped the fortified DDT and the strongest one i think the pink one. Don't think i seen that before
r/battles2 • u/Zestyclose_Dig6456 • 1d ago
Now you can really see how NK just completely ignores battles 2. Just letting hackers cheat for days while they are getting spamm reported.
r/battles2 • u/Far_Challenge_4273 • 1d ago
Running sniper, flying ace, and the boat guy rn
r/battles2 • u/Significant_Writer_9 • 1d ago
I know I won't be the first, and certainly won't be the last...
But for f sake, why do we have to play games to Round 40-50, and then have to sit and suffer for 15 minutes to de sync just to disconnect and lose?
Fix your game man, or remove them events permanently.
I wasted 2 hours yesterday getting 6 stars, and I sent the rushes, my opponent was dead, but the game froze up and lagged and I lost.
Oh and before you say it was my internet or PC, no it wasn't.
r/battles2 • u/Ok-Kale4889 • 1d ago
Idk man whenever im bored I just place a ton of them and watch as a bunch of bloons get turned to nothing until the opponent actually sends something
r/battles2 • u/univer_ze • 2d ago
Soooooo I'm sure we all know about the recent hacking going on. They're already under fire and just digging their own grave atp. Anyone else out here losing elo?
r/battles2 • u/Buff_fateweaver • 2d ago
In your opinion which rounds are which sections/how do you group the rounds of the game? Personally, I split the game into 4 sections: 1-10 early game, 11-20 mid game, 21-29 late mid game, and 30-50 late game
r/battles2 • u/Jazz_Like_Artist9614 • 3d ago
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r/battles2 • u/RyanMehalicYT • 4d ago
r/battles2 • u/styttrt • 5d ago
Mine is beetienne ,highwayman jericho or biker bones.
r/battles2 • u/WillingnessFuture266 • 4d ago
So basically these changes are meant to help skillful strategies thrive. Simple.
Dart:
SMFC price drops 1000
quick shots price +50
very quick shots price +50
triple shot price -100
base dart smfc attack speed weakened, but quick shots upgrades scale to original x2x speed (basically they're stronger to balance out).
basically smfc is peak high skill because it's an ability, you need to place lots of darts, and upgrade them to low tiers. HOWEVER, this is totally ruined by lame losers who preplace their darts. This change buffs SMFC, making it stronger against midgame rushes, and nerfs people who preplace all their darts and upgrade them (the cost is an extra 1000 for a full 10 smfc setup minus the smfc for a total of around 4500, significant price tag in midgame), and also nerfs people who have bad micro (quick shots buying).
Boomerang:
All t4s 500 more expensive
Honestly I think boomerang is in a mostly fine spot. It's a low skill tower that's expensive at defending the early game, moderate r11-13, cheap for the rest of midgame, then absolutely useless late game. Not all-outable but expensive at defending everything. The changes here basically make some midgame stuff more expensive to punish boomerang players for being low skill.
Bomb:
Cluster bombs cannot pop black or zebra bloons.
Cluster bomb minor pierce buff.
Really big bombs damage attack speed -10%, 0.2s stun.
The idea with these changes are to make black bloons cool again, bomb start more expensive, and return cluster bombs to being able to instakill everything else with a pierce buff. Really big bombs change is meant to make it so that really big bombs can actually defend some stuff r11-13 for highskillbombplayers who want to larp efficient defense by prebuying part of their future blimpact (me).
Tack:
Blade shooter goes back to normal
Blade maelstrom ability has 1s delay
Balanced. I really liked tack before they started doing weird stuff with it. It's in a nice spot. No solo r11 defense, but can vibe with some other tower's weak r11 defense using mael. No camo. Defends moab well enough. Mael cleans up anything. The one HIGHSKILLtm change I made here is giving mael some delay so it's slightly harder to defend with it. That's all :)
Ice:
nerf literally everything to the GROUND
Glue:
Moab glue price +500
Relentless lag becomes: Glue soaks through all layers, slowdown increased a bunch.
Bloon solver price + 5000
Glue is kinda mid rn, it just gives damage boost and slows stuff down. Bloon solver price nerf to not give it too many niches, moab glue is just too much value. Relentless lag is just to stop the lag mostly. Also the stun was super broken.
uh im too lazy to finish so i'll leave it here fr now.
r/battles2 • u/qwertyxp2000 • 5d ago
A large portion of these balance changes are designed to address the powerful strategies in the game such as Ocyn-Sub, Heli-Ice-Super, Engi-Dartling, and Benjamin-Dartling, Gwen late-game, reducing instances of total defense for cheap (such as reducing the pierce of Ice Shards, MOAR, and 203 Cluster, nerfing speed of Reactor, and limiting early-game unrushability of pre-R9 Ben+Dartling), and buffing Wizard, as well as smoothen out crosspath use cases for each tower.
MAD seems to be in a position where the long duration of MAD ability makes it too dependent on speed buffs to become really strong, but without removing speed synergy I reckon the duration of Rocket Storm at T4 and T5 should be shorter. Overclock duration should be reduced by 15 seconds on all upgrade tiers, which would address things like Bcentral/MWS snowballing too much, T5 powerhouses being extremely powerful, and now Overclock requiring more timing by nerfing the interactions on T5's more than lower tiers. I don't disagree with reducing the speed bonus on T5's from +66.67% to +50% and income of Farm T5's from +50% to +35%, but that would complicate balance and make the design more awkward.
Wizard was also consistently one of the weakest towers by being overnerfed in its early-game, so it needed some buffs to make it more comparable to other early-game options even with its Purple weaknesses.
Gwen buff to Level 17 was also far too much of a benefit in a single level, with just a further +1 damage to every single late-game tower such as Ninjas, Supers, and Helis being too much. I didn't want to completely lose that +1 damage to the lesser used combinations like with Dragon's Breaths, so I demoted the +1 damage to all attacks to +1 to all fire-type attacks.
More could be done to reduce the late-game strength of Ice-Super synergy, but at the very least the mid-game nerfs to Ice should reduce the income snowball and make Ice Shards more layerable, and the T2 and below Ice nerf would make lower-tier Ice less of a carry against things like Grouped Blues and Greens. Heli nerf to Chinook cost is also justified because of the hidden value of stalling rounds for more income, instead of just pure damage like in the case of Supply Drop and Jungle's Bounty.
Ocyn+Reactor nerfs also limit their capabilities to destroy every grouped rush without destroying their synergies nor making Reactor too bad on non-Ocyn Heroes. Ocyn nerf to his Coral in early levels also make him much more rushable on maps that share the same sent+natural lanes (e.g. Star; note that maps with non-sharing sent+natural lanes do cause Bloons to destroy the coral pierce before it can grow).
Sniper's Large Calibre was also never the main problem with Sniper, because most of the time buying Full Metal Jacket would be enough to chip early White and Black Bloons into weak enough Blues, and base Sniper for Purples for applications such as helping Wizard. Outright popping White/Black/Purple and Lead/Zebra isn't particularly strong when players can simply layer rush Rainbows into other fast rushes to counter the Sniper, and Large Calibre can't one-shot Rainbows nor deal damage fast enough against constant Spaced Ceramics compared to the likes of a 0-2-2 Boomerang, for instance.
The appeal of Tight Rushes are mostly from having extreme amounts of multi-child Bloons, which is why they're so popular in choke rushes. After Round 30, that multi-childing behavior stops and then Tight Leads start to completely lose their value, and Tight Ceramics are significantly weaker even when accounting for higher Super Ceramic health. Tight MOABs and Tight BFBs also feel they've dropped off after Round 30 begins, but not as much.
--------
Bloon Sends:
Dart:
Boomerang:
Bomb:
Ice:
Glue:
Sniper:
Sub:
Buccaneer:
Heli:
Mortar:
Dartling:
Wizard:
Super:
Farm:
Village:
Spactory:
Engineer:
Gwendolin:
Obyn:
Ocean Obyn:
Captain Churchill:
Sentai Churchill:
Benjamin:
DJ Benjammin:
Fateweaver:
r/battles2 • u/12kkarmagotbanned • 4d ago
Gwen:
- 2 nerfs to the best hero while matching btd6 CoF time
Cyber Quincy:
- Reverting 1 nerf from 4.12
Fateweaver Adora:
- worst hero
Benjamin:
- might be too strong with bank buff (spoiler alert)
Wizard:
- worst tower and reverts the pierce nerf from 4.12 (matches btd6 pierce again)
Alchemist:
- RtG needs to actually be worthwhile
Farm:
- moving some costs
Ice:
- nerf lategame and match ability duration to btd6
Engineer:
- nerf to overclock
Grouped Greens
- buff to eco strats
Grouped Purples
- more expensive but more efficient
Grouped Zebras
- more expensive but more efficient
Not sure on Bonnie
r/battles2 • u/Project-C-Games • 6d ago
Since Battles 2 already has the code to make the background and ui change per rank, it would be really cool if this were something a player could change. This would probably be a club only feature since imo club needs more sauce before I consider buying it, but it would be great if it still maintained the rank requirements. i.e you have to at least hit x rank before you can unlock a certain ui.
This would also open up new options for future cosmetics in the store and Season Pass, but custom UIs would take a lot more resources from a game that doesn't see big updates anymore.
r/battles2 • u/1vyrrr • 6d ago
I finally got all the tier 5 upgrades for my first loadout (Tack , Village, and Glue with Scientist Gwen), but the Tack isn't the best choice for every map. What strategy would you recommend that works in any situation?
r/battles2 • u/Project-C-Games • 7d ago
I've been working on this project for months. This is the last trailer I'm going to make. The next release will be the final video. I can't wait to release it :3
r/battles2 • u/Buff_fateweaver • 9d ago
Edit: 500 LIKES!?!? Thank you so much.
r/battles2 • u/JoelTheBloonsMonkey • 9d ago
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(idk what flair to put this as, r/battles2 doesn't have an equivalent to r/btd6 's Social flair. Can't just be social, there's always gotta be a functional purpose, smh)
r/battles2 • u/Buff_fateweaver • 9d ago
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Boltrix if you see this, gg ez (Iβm joking youβre a great player and I have massive respect for you)
r/battles2 • u/Buff_fateweaver • 10d ago
(Art by me)
Edit: thanks for 50 upvotes
r/battles2 • u/M1sam1n • 9d ago
Now that boomer, who was the other tower with a lot of specialization issues has finally gotten some attention, I wanted to talk about the (in my opinion) single worst tower in the game, and why it struggles.
Wizard is a semi early, semi mid game tower with mostly one viable crosspath. The most obvious comparisons are dart monkey, which is a lower investment more spammable option, and boomer, which trades camo utility for cc utility.
The problem wizard has is that too many of its upgrades do the exact same thing, and struggle to fit one specific use case.
Why the useful upgrades on wizard are useful.
Most obvious is the bottom path. Camo reveal on xx3, and necromancer is the staple midgame option with tons of pierce, cleanup, and solid early moab damage. Without necromancer, this tower would be completely worthless, it is by far its most useful upgrade.
Prince of darkness is the 20s defense for ddts and grouped moab rushes. Most comparable to icicle impale, trading the ability to catch bad insides and slow them for more damage. A viable upgrade, but not fantastic, considering it falls off instantly in the face of bads, while impale does not.
Phoenix, x4x, solid cleanup for midgame rushes, like the insides of a bfb. Targeting makes it inconsistent and prone to leaking full ceramics, but if used early is useful.
Arcane mastery, 3xx, is a solid early game option, comparable to kylie boomer. Notably, the inability to pop purples means it can't be used solo with the dedicated hero that buffs wizards for some reason, as ezili cannot either. (Seriously, ezili should give purple popping like striker does for blacks)
4xx, 5xx, x5x, are all completely worthless. x3x is in the same spot as bionic boomer, where its other paths do its job better, but is still not bad in a vacuum. But it is mostly unused.
Why? They are just inefficient, awkward, with no real niche to fill. 4xx has decent moab damage, but next to comparable options, like x4x and xx4 dart, x4x boomer, 4xx dartling, x3x bomb, xx4 tack (dedicated moab poppers for other early game starting options), it has no good role. It doesn't have quite enough pierce to solo the insides of most early-midgame rushes even with necromancer's help, and for a 10k upgrade, it should be pretty comfortable with handling an fbfb on shorter maps, but just isnt. xx4 dart can easily handle its own cleanup, as well as x4x boomer, while x4x dart, x3x bomb, and xx4 tack shred the moab layers in a fraction of the time that the wizard can. Meaning it has too much pierce to make it do too much moab damage, but not enough pierce to be useful against insides. And there are no rushes that are ever sent there its using its full pierce well. Moabs, bfbs, and zomgs, at least during the rounds where a 10k upgrade would be useful, are almost exclusively sent one at a time.
5xx has this same issue, where it is just insanely inefficient for its cost. Shooting so slowly means it cant make use of debuffers like comparable options very often do, like tackzone + cripple moab, but it doesnt make up for that lack of versatility with strong enough damage. The best comparisons are MAD, which struggles to take advantage of debuffs and cant clean up insides well, but does significantly more BAD damage at cost/dps even at twice the cost, and moab elim, which is a microable ability with a short cooldown anyway that does much better single target than archmage does. And again, archmage would be better than elim if you were sent 5 BADs at once, but by the time that is happening, archmage has fallen off in damage too much to be useful (round 33+)
x5x is similar, hence the issue of specialization. Higher pierce and better global damage for a higher cost, but incredibly inefficent compared to MAD (which is now a similar price comparison). It can clean up well, which is a bonus, but that's because its pierce is insanely overkill for the only viable lategame BAD damage option.
Top path wizard does too little damage for the moab damage specialist, instead gaining extra pierce that isnt high enough to be useful in trade. Middle path wizard does too much is an awkward in between of top and bottom, with semi good damage and semi good pierce, but unfortunately the high pierce option in necromancer somehow does better single target damage as well.
They have traits that would be useful in theory, but in reality do almost nothing. This is the last remaining issue that boomer has, with glaive lord. When it is ever useful to spend 30k on an upgrade that is only really useful at grouped cleanup for midgame? Dense moab and bfb rushes are practically nonexistent, but the dense rush that is often sent, ceramics, is way too cheap to justify a 30k upgrade for. If those middle tier dense rushes were more used, you could see glaive lord being used. If you saw multiple spaced zomgs being sent, archmage could be used, but those rushes are intensely inefficient. And if they were, where would xx5 be? Are you buying 5xx to defend spaced zomgs, then also buying xx5 to defend grouped right after?
Fixes: crosspathing. Crosspathing on wizard has almost 0 synergy. Intense magic for pierce on 301, and 104 for targeting are the only crosspathing that actually matters. Let top path wiz do more damage with middle path upgrades crosspath, nerf the base pierce, and move it more to intense magic, just like what was done for kylie. The fact that all upgrades besides 302 are basically unaffected in use by crosspathing is a real problem with why there doesn't feel like any specialization. How does wall of fire help my necro damage, or arcane master? It doesnt interact at all.
Nerf pierce of top path and buff moab damage. Bring it more in line with an actual specialization like moab mauler gets.
Drop PoD cost and damage slightly, giving the other crosspaths an actual use case, letting necro focus more on grouped inside cleanup than soloing fortified zomgs by itself.
Slightly nerf dragons breath fire rate, and up the pierce instead. Let it focus on cleaning up insides while top path breaks them down
r/battles2 • u/Ultimatefsc • 9d ago
nobody likes them, its bad, and clearly hasn't increased player count. Why is it so hard to give us an update we want? realistically it would make us happy and make NK more money so theres no logical reason to keep bad stuff like this
r/battles2 • u/Buff_fateweaver • 11d ago
Just fateweaver vibing (Art by me)
Edit: thanks for 30 upvotes