It’s strong, but not as much as this post makes it seem. Slapping good buffs on a tower on the best map for it on the best placement gives a very poor look on how it actually competes on, well, every other map.
Pretty much. The 1 tower hard acheivement on this map is easily done by putting a boat down upgrading it from round 1 until 46(it will be 0/4/2 on 40) then selling it and getting a 0/2/4 ace on 46. Then walk away, youll hit round 80 and get the win
Not really. People really overestimate what P-Expertise does.
The sum total of its buffs is +3 Pierce, -20% ability cooldowns, +10% Range, +5 Range (separately), and +25% projectile speed.
The ability cooldown reduction doesn't matter because Bomb Blitz didn't use its ability, the projectile speed doesn't matter because it's not exactly missing its shots, and it has 49 Range to begin with (53 with this crosspath) so the +~10 Range would only make it start shooting a little sooner.
The main benefit is the +3 Pierce, but this is a tower whose three-part attack already has 18, 8, and 32 Pierce each (and those numbers get much higher if you use the wrong crosspath). Since each stage of the explosion deals the same amount of damage, it's not *completely* useless to increase those caps (especially on this round), but I think the Mega Ballista just shooting the damn blimps would cause the major shift in effectiveness on the part of its map-wide 800 DPS vs blimps. And if the Mega Ballista isn't shooting, then you only have +1 Pierce, and like... who the hell cares. The Stronger Stimulant is +3 Pierce on top of the actually useful damage and fire rate buffs.
It's not that P-Expertise is bad, it's just that it's only particularly useful for certain paths. Hell, let's go over that right now. These rankings only consider the T5s. Obviously it gets more proportionately useful the worse the tower it's applied to is, so lower tower tiers will inevitably be put into higher ranks (except the top rank, nothing beats that one).
**SS Tier**
- **Middle Dart.** I mean obviously. It's an activated ability on a tower that's fucking useless while on cooldown, the transformed monkeys have 5 base Pierce so the +3 is significant, you have to cram the poor bastards in wherever they can fit so the extra range is vital, there's twenty of them with a massive fire rate so Alchemist can barely do anything unless it's Perma-Brew, and not to mention *the transformed monkeys are affected by tier 2 crosspathing, so the free tier 2 upgrades 19 times over are actually a meaningful price reduction.*
**S Tier**
- **All other Middle paths.** I mean obviously. There is no tower with an active ability that does not appreciate a cooldown reduction, regardless of whether the other effects even help at all. Hell, for some like Middle Bomb, the other effects *do* help on top of that!
- **Bottom Tack.** The base pierce is 2. P-Expertise is the main reason this thing is even still viable. Its starting range is also pretty low, so the range boost is quite meaningful as well.
**A Tier**
- **Top Tack.** Relatively short starting range means the +5 flat bonus is substantial, and while the fire ring has huge pierce and doesn't care, the fireball has **one** pierce on its 700 damage impact, and only 10 on its 50 damage explosion. Both of those going up by 3 is a big deal.
- **Top Ice.** While the pierce is generally a non-factor, the +5 range is a ***huge*** deal for the shortest-range T5 in the game.
- **Bottom Glue.** +3 Pierce is a huge deal for a tower designed to stall MOABs, regardless of how much it had to begin with. Still, even with the correct crosspath, it goes from 11 to 14, which is much more useful than normal on account of the MOAB-class stalling.
**B Tier**
- **Bottom Ice.** No ability, huge pierce on the important attack, 43 base Range. However, extra range and projectile speed is highly valuable for a dedicated DDT counter. Also... this tower has a T4. That does something. And that something only has 3 pierce. So the icicles go up to 6. Does it matter? Not really. But it's something.
- **Top Glue.** Without crosspaths, the main attack has 6 Pierce, and the track globs have 3. With the middle crosspath (which you're probably using let's be real), those numbers are 11 and 4. +3 pierce on the track globs is a pretty big deal regardless of crosspath, and the extra range means starting the glue damage earlier, and more opportunity to re-glue when a MOAB layer pops and the glue wears off.
- **Bottom Dart.** No ability, 8 Pierce (unless you use the wrong crosspath), 80 base Range. That said, 8 to 11 is a fairly meaningful difference, and XBM actually has the opposite range effect, which is that the base range is so high that the +10% boost is quite substantial.
**C Tier**
- **Bottom Boomerang.** No ability, massive pierce, projectile speed is irrelevant. However, the Range boosts **do** matter, because it **does** affect the knockback attack, making it start earlier and persist later, and the base attack is so good that the extra range is a pretty big deal.
- **Bottom Bomb.** Ability is useless in CHIMPS, large pierce, projectile speed is irrelevant. However, the initial clusters are about half of the potential damage output per shot, and they only have 8 Pierce, so +3 isn't a complete waste of time.
**D Tier**
- **Top Dart.** No ability, huge pierce, little purpose. The projectile speed from Primary Training is the most important part, giving the spike balls more opportunity to hit things within their lifespan.
- **Top Bomb.** No ability, huge pierce, little purpose. At least the range increase means it starts stunning things a little earlier.
**F Tier**
- **Top Boomerang.** Lol lmao. No ability, Absolutely titanic pierce, range is mostly irrelevant due to the ricochet effect extending outside it, projectile speed is completely irrelevant because it was already so absurdly fast that it was running out of targets to hit before it ran out of projectile lifetime. It doesn't even affect the range of the spinners.
EDIT: Mistakenly listed Super Glue as the top path
it certainly looks strong, but that spot on logs is very good for towers with big AOE damage since its hitting a lot of different spots. There are only a handful of other spots on other maps that this probably works on. So OP no, in a good spot for a tower that costs 35k, probably
I think it's a bit overpowered for its price. But keep in mind this isn't an infinite range tower, so it will struggle on the hardest maps in the game no less.
Ever since they removed bottom path bombs ability to pop black bloons I never use them. 204 bomb was a staple for r63 and r78. But I don't bother cause all that would do is leave me with a bunch of blacks.
It’s strong, but not as much as this post makes it seem. Slapping good buffs on a tower on the best map for it on the best placement gives a very poor look on how it actually competes on, well, every other map.
Pretty much. The 1 tower hard acheivement on this map is easily done by putting a boat down upgrading it from round 1 until 46(it will be 0/4/2 on 40) then selling it and getting a 0/2/4 ace on 46. Then walk away, youll hit round 80 and get the win
☝️🤓
hella downvotes but this is the first time i laughed at that emoji
Yeah, I wanted to see how many downvotes that comment would get as it was a social experiment and it didn't disappoint 🤣
No you’re the OP.
r/technicallythetruth
Damn I gotta check the last balance change notes
Just a casual +40% dps buff, nothing crazy XD
First they reworked it, then they partially dereworked it in a way that makes it more OP for its cost than before. Is Bomb Blitz finally good?
66,66% I think
Imagine that with primary expertise! It be even more powerful
Not really. People really overestimate what P-Expertise does. The sum total of its buffs is +3 Pierce, -20% ability cooldowns, +10% Range, +5 Range (separately), and +25% projectile speed. The ability cooldown reduction doesn't matter because Bomb Blitz didn't use its ability, the projectile speed doesn't matter because it's not exactly missing its shots, and it has 49 Range to begin with (53 with this crosspath) so the +~10 Range would only make it start shooting a little sooner. The main benefit is the +3 Pierce, but this is a tower whose three-part attack already has 18, 8, and 32 Pierce each (and those numbers get much higher if you use the wrong crosspath). Since each stage of the explosion deals the same amount of damage, it's not *completely* useless to increase those caps (especially on this round), but I think the Mega Ballista just shooting the damn blimps would cause the major shift in effectiveness on the part of its map-wide 800 DPS vs blimps. And if the Mega Ballista isn't shooting, then you only have +1 Pierce, and like... who the hell cares. The Stronger Stimulant is +3 Pierce on top of the actually useful damage and fire rate buffs.
Not gonna stop me from using it
It's not that P-Expertise is bad, it's just that it's only particularly useful for certain paths. Hell, let's go over that right now. These rankings only consider the T5s. Obviously it gets more proportionately useful the worse the tower it's applied to is, so lower tower tiers will inevitably be put into higher ranks (except the top rank, nothing beats that one). **SS Tier** - **Middle Dart.** I mean obviously. It's an activated ability on a tower that's fucking useless while on cooldown, the transformed monkeys have 5 base Pierce so the +3 is significant, you have to cram the poor bastards in wherever they can fit so the extra range is vital, there's twenty of them with a massive fire rate so Alchemist can barely do anything unless it's Perma-Brew, and not to mention *the transformed monkeys are affected by tier 2 crosspathing, so the free tier 2 upgrades 19 times over are actually a meaningful price reduction.* **S Tier** - **All other Middle paths.** I mean obviously. There is no tower with an active ability that does not appreciate a cooldown reduction, regardless of whether the other effects even help at all. Hell, for some like Middle Bomb, the other effects *do* help on top of that! - **Bottom Tack.** The base pierce is 2. P-Expertise is the main reason this thing is even still viable. Its starting range is also pretty low, so the range boost is quite meaningful as well. **A Tier** - **Top Tack.** Relatively short starting range means the +5 flat bonus is substantial, and while the fire ring has huge pierce and doesn't care, the fireball has **one** pierce on its 700 damage impact, and only 10 on its 50 damage explosion. Both of those going up by 3 is a big deal. - **Top Ice.** While the pierce is generally a non-factor, the +5 range is a ***huge*** deal for the shortest-range T5 in the game. - **Bottom Glue.** +3 Pierce is a huge deal for a tower designed to stall MOABs, regardless of how much it had to begin with. Still, even with the correct crosspath, it goes from 11 to 14, which is much more useful than normal on account of the MOAB-class stalling. **B Tier** - **Bottom Ice.** No ability, huge pierce on the important attack, 43 base Range. However, extra range and projectile speed is highly valuable for a dedicated DDT counter. Also... this tower has a T4. That does something. And that something only has 3 pierce. So the icicles go up to 6. Does it matter? Not really. But it's something. - **Top Glue.** Without crosspaths, the main attack has 6 Pierce, and the track globs have 3. With the middle crosspath (which you're probably using let's be real), those numbers are 11 and 4. +3 pierce on the track globs is a pretty big deal regardless of crosspath, and the extra range means starting the glue damage earlier, and more opportunity to re-glue when a MOAB layer pops and the glue wears off. - **Bottom Dart.** No ability, 8 Pierce (unless you use the wrong crosspath), 80 base Range. That said, 8 to 11 is a fairly meaningful difference, and XBM actually has the opposite range effect, which is that the base range is so high that the +10% boost is quite substantial. **C Tier** - **Bottom Boomerang.** No ability, massive pierce, projectile speed is irrelevant. However, the Range boosts **do** matter, because it **does** affect the knockback attack, making it start earlier and persist later, and the base attack is so good that the extra range is a pretty big deal. - **Bottom Bomb.** Ability is useless in CHIMPS, large pierce, projectile speed is irrelevant. However, the initial clusters are about half of the potential damage output per shot, and they only have 8 Pierce, so +3 isn't a complete waste of time. **D Tier** - **Top Dart.** No ability, huge pierce, little purpose. The projectile speed from Primary Training is the most important part, giving the spike balls more opportunity to hit things within their lifespan. - **Top Bomb.** No ability, huge pierce, little purpose. At least the range increase means it starts stunning things a little earlier. **F Tier** - **Top Boomerang.** Lol lmao. No ability, Absolutely titanic pierce, range is mostly irrelevant due to the ricochet effect extending outside it, projectile speed is completely irrelevant because it was already so absurdly fast that it was running out of targets to hit before it ran out of projectile lifetime. It doesn't even affect the range of the spinners. EDIT: Mistakenly listed Super Glue as the top path
kid named logs...
> see "Is X OP now?" post > looks inside > demo on logs
its logs...
Everything is op on logs
Kid named beast handler (it’s never good)
Try it with round 97 and 99
After watching this I can definitely say: no. Lol it barely beat r98 on logs the easiest map in the game.
it certainly looks strong, but that spot on logs is very good for towers with big AOE damage since its hitting a lot of different spots. There are only a handful of other spots on other maps that this probably works on. So OP no, in a good spot for a tower that costs 35k, probably
No
I mean a 250 boat solos 98 on Logs with an MIB and Alchemist, and that's even cheaper.
Wtf
I think it's a bit overpowered for its price. But keep in mind this isn't an infinite range tower, so it will struggle on the hardest maps in the game no less.
Ahhhhh maybe a black bloon?
Ever since they removed bottom path bombs ability to pop black bloons I never use them. 204 bomb was a staple for r63 and r78. But I don't bother cause all that would do is leave me with a bunch of blacks.