Recent posts by gubump on Kongregate

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Topic: Dream World / Official Suggestions Thread

I have an idea for some new classes and a new weapon type.

Weapon Type: Hammer:
Stat(s) Used: Strength and Quickness
Skills: Hammer Throw Lvl 1-“You throw your hammer at your foe, knocking it backwards.” Special: Has a very slight (1%) chance of reducing opponent’s block chance to 0% for the rest of the battle. If it does, “The hammer manages to catch your foe off guard, preventing them from blocking you.”

Bone Breaker Lvl 3-“You smash the opponent with enough force to break every bone in his body.” Special: Has a 10% chance of reducing defense by 10% for the duration of the battle. If it does, “You manage to hit your opponent’s armor in just the right place, creating a small fracture in the armor.” Stacks with multiple uses.

Earthquake Lvl 7-“You smash the ground with so much power, it creates an earthquake, burying your enemy in rubble.” Special: None. It just does really, really high damage.

Hammer Growth Lvl 12-“You use some stone to increase the size of your hammer, improving its damage.” Special: Doesn’t deal any damage. But, it increases attack by 10% for the rest of the battle. Stacks with multiple uses.

Thor’s Hammer Lvl 21-“Lightning strikes your hammer, the electricity pulsing through it, and you strike the enemy with all your strength.” Special: Has a +15% critical hit chance.

Boomerang Hammer Lvl 26-“You throw your hammer like a boomerang, hitting the enemy twice.” Special: Has a 2% chance of reducing opponent’s block chance to 0% for the rest of the battle. If it does, “Your hammer successfully confuses the enemy, preventing them from being able to block your attacks.”

Body Crusher Lvl 32-“You smash your opponent with the power of the Gods, reducing your opponents’ bones into powder.” Special: Has a 20% chance of reducing your opponents defense by 15% for the duration of the battle. If it does, “You manage to hit the enemy hard enough to cave in your opponents’ armor, making them much more susceptible to taking damage.”

Continent Ripper Lvl 39-“Your hammer smashes the earth with so much power, it splits the land into two separate continents.” Special: None. It just does an insane amount of damage.

Greater Hammer Growth Lvl 45-“Your hammer magically piles rocks onto itself, making itself much larger and much more damaging.” Special: Doesn’t do any damage. But, it increases damage by 60% for the rest of the battle. Stacks with multiple uses.

Galaxy Smash Lvl 60-“Your hammer magically piles all of the planets, stars, meteors, and comets in the galaxy onto itself, then smashes your doomed opponent with raw immeasurable power.” Special: Has a +30% critical hit chance. Opponents also have a halved chance of blocking this.

Classes:

First, a change to the “Jester” class:

Jester:
Sword skill lvl 40
Staff skill lvl 40
Gun skill lvl 40

Hammer Classes:

Brute:
Hammer skill lvl 1:
+5% Attack

Warrior:
Hammer skill lvl 10:
+3 Max Energy
+8% Attack

Hammer Master:
Hammer skill lvl 20:
+8 Max Energy
+8 Max SP
+12% Attack

Hammer Elitist:
Hammer skill lvl 40:
+12 Max Energy
+12 Max SP
+16% Attack

Hammer Overlord:
Hammer skill lvl 60:
+20 Max Energy
+80 Max SP
+32% Attack
+6% Hammer Block

Dual Abilities:

General:
Sword skill lvl 30
Hammer skill lvl 30:
+15 Max Energy
+10% Block
+10% Attack

Warlock:
Hammer skill lvl 30
Staff skill lvl 30:
+15 Max Energy
+10% Attack
+10% Magic Damage

Soldier:
Hammer skill lvl 30
Gun skill lvl 30:
+15 Max Energy
+10% Critical
+10% Attack

Paladin:
Sword skill lvl 40
Hammer skill lvl 40
Staff skill lvl 40:
+25 Max Energy
+10% Block
+12% Attack
+12% Magic Damage

Techno:
Sword skill lvl 40
Gun skill lvl 40
Hammer skill lvl 40:
+25 Max Energy
+10% Block
+10% Critical
+10% Attack

Juggernaut:
Staff skill lvl 40
Gun skill lvl 40
Hammer skill lvl 40:
+25 Max Energy
+10% Magic Damage
+10% Critical
+10% Attack

Last but definitely not least:

Jack of all Trades:
All skill lvl 50:
+25 Max Energy
+200 Max SP
+32% Attack
+32% Critical
+32% Magic Damage
+32% Block
+20% Max Health
Quadruple Wield(Equip up to 4 weapons at once, one of each type)
Omega Blast All-Weapon Ability

Omega Blast 200 sp-“You combine all your weapons into one, slashing, shooting, smashing, and casting spells an infinite number of times.” Special: None. Just does an absurdly ridiculous amount of damage.

 
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Topic: GemCraft Labyrinth / Suggestions for GC:CS

Originally posted by Takiza:
Originally posted by fractalman:

ah, the fusion [i]suggestion[/i] was what was messed up.

Yeah.

I think suggestion for fusion tertiary power(if it ever got one….peter’s only nerfing, not buffing) would be:

Lvl 15 – +4% extra special multiplier per gem grade(Eg, mostly, atm, gem specials increase by 1.4 to 1.5 per grade)
Lvl 30 – +8%
Lvl 45 – +12%
Lvl 60 – +16%( 1.45 spec multiplier per grade * 1.16 = 1.682, immensely helpful for manafarming…)

I’d love that.

Edit- For components, a better thing would be like-

lvl 15 – +16% component power for gems above grade 14
lvl 30 – +32%
lvl 45 – +48%
lvl 60 – +64%

Like?

Changed Fusion Tertiary power. Not to your suggestion, though, because that’s basically a slightly weaker version of the tertairy power for component skills. I’m also not changing the Component skills to that because by my calculations, the secondary skill is ~200x as powerful as your suggestion for the tertiary skill.

 
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Topic: GemCraft Labyrinth / Suggestions for GC:CS

Originally posted by Takiza:

Fury monster amount fail, cap 999. Fusion I hate that, it then restricts you from supergemming.

The point is it decreases the amount of gems needed for angering waves to 999 monsters.

 
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Topic: GemCraft Labyrinth / Suggestions for GC:CS

Originally posted by Takiza:
Originally posted by gubump:
Originally posted by Takiza:

And the true colors thing would suck. Already, gems over 30 speed/sec have huge amounts of wasted shots.

True, but, since this also affects gems in traps and gems in amps, it would help you get mana faster.

P.S.: Nerfed Component skills’ tertiary effect, changed mana stream’s tertiary effect to increase the mana refund from selling your gems, and added the tertiary effects for Fusion and Masonry.

….in traps is now limited to 120 /sec. So it still sucks.

And. A suggestion- Remove V 1.016. Removed 90% of the fun from GC2. Bloodbound is the lifeBLOOD of gemcraft chapter 2.

Changed the true colors tertiary effect. If you still don’t like it, you’ll have to suggest it yourself, because I can’t think of anything else for it.

 
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Topic: GemCraft Labyrinth / Suggestions for GC:CS

Originally posted by Takiza:

And the true colors thing would suck. Already, gems over 30 speed/sec have huge amounts of wasted shots.

True, but, since this also affects gems in traps and gems in amps, it would help you get mana faster.

P.S.: Nerfed Component skills’ tertiary effect, changed mana stream’s tertiary effect to increase the mana refund from selling your gems, and added the tertiary effects for Fusion and Masonry.

 
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Topic: GemCraft Labyrinth / Suggestions for GC:CS

Originally posted by Takiza:
Originally posted by gubump:

New Battle Traits(All appear on bottom row):

Limited Banishments(Unlocked after beating Y6 on haunting or ruining):
lvl 1: After 17 banishments, no monsters can be banished. +1 wave.
lvl 2: After 15 banishments, no monsters can be banished. +2 waves.
lvl 3: After 13 banishments, no monsters can be banished. +3 waves.
lvl 4: After 11 banishments, no monsters can be banished. +4 waves.
lvl 5: After 9 banishments, no monsters can be banished. +5 waves.
lvl 6: After 7 banishments, no monsters can be banished. +6 waves.
lvl 7: After 5 banishments, no monsters can be banished. 7 waves.

Mysterious Markings(Magician’s pouch only, unlocked after beating every vision field):
lvl 1: +100% monster ability power. +1 wave of marked monsters.
lvl 2: +200% monster ability power. +1 wave of marked monsters, +1 wave of twisted monsters.
lvl 3: +300% monster ability power. +1 wave each of marked monsters, twisted monsters, and possessed monsters.
lvl 4: +400% monster ability power. +2 waves of marked monsters, +1 wave of twisted monsters, and +1 wave of possessed monsters.
lvl 5: +500% monster ability power. +2 waves of marked monsters, +2 waves of twisted monsters, and +1 wave of possessed monsters.
lvl 6: +600% monster ability power. +2 waves of marked monsters, +2 waves of twisted monsters, and +2 waves of possessed monsters.
lvl 7: +600% monster ability power, all waves have +1 ability, with a max of 4(corrupted monsters). +2 waves of marked monsters, +2 waves of twisted monsters, +2 waves of possessed monsters, +1 wave of corrupted monsters.

Cursed Enragement(Magician’s pouch only, unlocked upon beating C2 on Ruining difficulty):
lvl 1: +1 grade 1 gem bomb dropped on every wave, +50% armor and hp angering penalty. +1 wave.
lvl 2: +2 grade 2 gem bombs dropped on every wave, +100% armor and hp angering penalty. +2 waves.
lvl 3: +3 grade 3 gem bombs dropped on every wave, +150% armor and hp angering penalty. +3 waves.
lvl 4: +4 grade 4 gem bombs dropped on every wave, +200% armor and hp angering penalty. +4 waves.
lvl 5: +5 grade 5 gem bombs dropped on every wave, +250% armor and hp angering penalty. +5 waves.
lvl 6: +6 grade 6 gem bombs dropped on every wave, +300% armor and hp angering penalty. +6 waves.
lvl 7: +7 grade 7 gem bombs dropped on every wave, +350% armor and hp angering penalty. +7 waves.

For Cursed Enragement, if it’s level 5 or higher, the wave won’t summon any beacons unless you drop your own gem bomb on it, in which case dropping a single gem bomb will result in +1 beacon appearing when the wave starts.

Love these.

Thanks. I personally especially like Mysterious Markings.

 
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Topic: GemCraft Labyrinth / gemcraft 2

Originally posted by Ronin316:

Today, it can no longer be amp’d.

Glad I didn’t refresh. It can still be amp’d for me.

 
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Topic: GemCraft Labyrinth / How to unlock S hextile and Grey Trees

Originally posted by fractalman:

open enough of the map, and you can drag all the way to the corners.

Each corner corresponds to a number on the number pad.

Not very helpful…what am I supposed to do?

EDIT: Nevermind.

 
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Topic: GemCraft Labyrinth / gemcraft 2

Originally posted by Takiza:

dont bother playing GC2, it died. Nerf blood = game died.

When did they nerf bloodbound?

 
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Topic: GemCraft Labyrinth / How to unlock S hextile and Grey Trees

What about the “Grey Trees” achievement?

 
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Topic: GemCraft Labyrinth / Suggestions for GC:CS

New Battle Traits(All appear on bottom row):

Limited Banishments(Unlocked after beating Y6 on haunting or ruining):
lvl 1: After 17 banishments, no monsters can be banished. +1 wave.
lvl 2: After 15 banishments, no monsters can be banished. +2 waves.
lvl 3: After 13 banishments, no monsters can be banished. +3 waves.
lvl 4: After 11 banishments, no monsters can be banished. +4 waves.
lvl 5: After 9 banishments, no monsters can be banished. +5 waves.
lvl 6: After 7 banishments, no monsters can be banished. +6 waves.
lvl 7: After 5 banishments, no monsters can be banished. 7 waves.

Mysterious Markings(Magician’s pouch only, unlocked after beating every vision field):
lvl 1: +100% monster ability power. +1 wave of marked monsters.
lvl 2: +200% monster ability power. +1 wave of marked monsters, +1 wave of twisted monsters.
lvl 3: +300% monster ability power. +1 wave each of marked monsters, twisted monsters, and possessed monsters.
lvl 4: +400% monster ability power. +2 waves of marked monsters, +1 wave of twisted monsters, and +1 wave of possessed monsters.
lvl 5: +500% monster ability power. +2 waves of marked monsters, +2 waves of twisted monsters, and +1 wave of possessed monsters.
lvl 6: +600% monster ability power. +2 waves of marked monsters, +2 waves of twisted monsters, and +2 waves of possessed monsters.
lvl 7: +600% monster ability power, all waves have +1 ability, with a max of 4(corrupted monsters). +2 waves of marked monsters, +2 waves of twisted monsters, +2 waves of possessed monsters, +1 wave of corrupted monsters.

Cursed Enragement(Magician’s pouch only, unlocked upon beating C2 on Ruining difficulty):
lvl 1: +1 grade 1 gem bomb dropped on every wave, +50% armor and hp angering penalty. +1 wave.
lvl 2: +2 grade 2 gem bombs dropped on every wave, +100% armor and hp angering penalty. +2 waves.
lvl 3: +3 grade 3 gem bombs dropped on every wave, +150% armor and hp angering penalty. +3 waves.
lvl 4: +4 grade 4 gem bombs dropped on every wave, +200% armor and hp angering penalty. +4 waves.
lvl 5: +5 grade 5 gem bombs dropped on every wave, +250% armor and hp angering penalty. +5 waves.
lvl 6: +6 grade 6 gem bombs dropped on every wave, +300% armor and hp angering penalty. +6 waves.
lvl 7: +7 grade 7 gem bombs dropped on every wave, +350% armor and hp angering penalty. +7 waves.

For Cursed Enragement, if it’s level 5 or higher, the wave won’t summon any beacons unless you drop your own gem bomb on it, in which case dropping a single gem bomb will result in +1 beacon appearing when the wave starts.

 
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Topic: GemCraft Labyrinth / Suggestions for GC:CS

Originally posted by Takiza:

Uh….can you format this please?

And, for mana stream, the mana multiplier’s base is +0.04 per level for mana, and +0.03 per level for xp. Do you want to add +0.01 per level to both?

And the true colors thing would suck. Already, gems over 30 speed/sec have huge amounts of wasted shots.

What do you mean +10% component power between grades? You mean it would increase gem special scaling by +10%? OMG that would make manafarms OP. Already you can get(with orange + bloodbound) X1.58 or so to mana gain per level. 1.4 from leech and 1.12 from blood I believe.

Adding +30% to both would be ridiculous….×1.58 would become like x2.1, which would mean easy grade 3000000s. Since, mana intake would never diminish.

Grade 3 million would be impossible. 2^332 is 8.75*10^99, so even with maxed fusion, a grade 3 million would easily cost much more than infinity. Grade 3 million would also be pointless, as in GCL, a grade 1007 gem had infinite firing speed, range, damage, and special power(I know this because of a youtube video of someone trying to kill an infinite health wave with a grade 1007 gem, gained through hacking). And yes, that is exactly what I mean by +10% component power between grades.

P.S.: The only reason it wasn’t formatted is because it acted like I never pressed the enter key, even though I did push it plenty of times.

 
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Topic: GemCraft Labyrinth / How to unlock S hextile and Grey Trees

@Takiza: That doesn’t make any sense. GC3 is a different game.

P.S.: And what about the “Grey Trees” achievement?

 
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Topic: GemCraft Labyrinth / Suggestions for GC:CS

Here, you can post whatever suggestions you have for Chasing Shadows. I already have one:

Tertiary Skill Effects:

Currently, all skills have a primary effect boosted every level, and a secondary effect added at level 3 and boosted every third level. I think there should also be tertiary effects that are added at level 15 and boosted every 15th level. I also already have ideas for what they should be for most of the skills:

True Colors:
lvl 15= +60% damage and specials multiplier to gems with 5 or more components.
lvl 30= +120% damage and specials multiplier to gems with 5 or more components.
lvl 45= +180% damage and specials multiplier to gems with 5 or more components.
Etc.

Masonry:
lvl 15= -10% cost increase per building.
lvl 30= -20% cost increase per building.
lvl 45= -30% cost increase per building.
Etc.

Fusion:
lvl 15= -5% special power penalty for multiple-component gems.
lvl 30= -10% special power penalty for multiple-component gems.
lvl 45= -15% special power penalty for multiple-component gems.
Etc.

Mana Stream:
lvl 15= Salvaged gems return +10% of its mana value(80% of mana value total).
lvl 30= Salvaged gems return +20% of its mana value(90% of mana value total).
lvl 45= Salvaged gems return +30% of its mana value(100% of mana value total).
Etc.
Even though levels 60% say they give +40% of mana value from salvaging, it really caps out at 30%, as selling a gem for more than it originally cost would be absurdly OP.

Resonance:
lvl 15= +5% firing speed.
lvl 30= +10% firing speed.
lvl 45= +15% firing speed.
Etc.

Bolt:
lvl 15= +10% range and damage boost(range boost= +55%, damage boost= +132%).
lvl 30= +20% range and damage boost(range boost= +60%, damage boost= +144%).
lvl 45= +30% range and damage boost(range boost= +65%, damage boost= +156%).
Etc.

Gem Component Skills:
lvl 15= +5% component power interval between gem grades.
lvl 30= +10% component power interval between gem grades.
lvl 45= +15% component power interval between gem grades.
Etc.

Freeze:
lvl 15= +10% armor tearing and corpse explosion damage ratios( +165% armor tearing effect, corpse explosion damage=110% of max hit points).
lvl 30= +20% armor tearing and corpse explosion damage ratios.
lvl 45= +30% armor tearing and corpse explosion damage ratios.
Etc.

Beam:
lvl 15= +2 tile range limit.
lvl 30= +4 tile range limit.
lvl 45= +6 tile range limit.
Etc.

Curse:
lvl 15= +10% damage, armor ignoring, and slow duration ratios to cursed monsters( +55% increased damage taken, +88% slow duration, 44% armor ignored, +132% poison damage taken).
lvl 30= +20% damage, armor ignoring, and slow duration ratios to cursed monsters.
lvl 45= +30% damage, armor ignoring, and slow duration ratios to cursed monsters.
Etc.

Barrage:
lvl 15= +1 shell per shot.
lvl 30= +2 shells per shot.
lvl 45= +3 shells per shot.
Etc.

Wake of Eternity:
lvl 15= +10% armor and regeneration loss(33% perma loss of healing rate, 44% armor shred).
lvl 30= +20% armor and regeneration loss.
lvl 45= +30% armor and regeneration loss.
Etc.

Amplifiers:
lvl 15= +5% banishment cost reduction.
lvl 30= +10% banishment cost reduction.
lvl 45= +15% banishment cost reduction.
Etc.

Ignition:
lvl 15= +30% gem wasp special power.
lvl 30= +60% gem wasp special power.
lvl 45= +90% gem wasp special power.
Etc.

Fury:
lvl 15= +10% monster amount in angered waves.
lvl 30= +20% monster amount in angered waves.
lvl 45= +30% monster amount in angered waves.
Etc.

Demolition:
lvl 15=5% chance of gaining a demolition every wave.
lvl 30=10% chance of gaining a demolition every wave.
lvl 45=15% chance of gaining a demolition every wave.
Etc.

Traps:
lvl 15= -10% trap damage penalty(traps have -70% damage).
lvl 30= -20% trap damage penalty(traps have -60% damage).
lvl 45= -30% trap damage penalty(traps have -50% damage).
Etc.

Another suggestion: New difficulty: Ruining(Magician’s Pouch only, unlocked after beating Y6 on glaring or higher).

Ruining Difficulty:

+100 first wave hp(369 at the least)

+60 first wave armor

+50% hp regeneration

+10% hp increment per wave

+80% armor increment per wave

+125% monster ability power increment per wave

+400% banishment mana cost

+50% amount of monsters

+150% number of waves(70 at the least)

9x monster nest and beacon hp

3x monster nest and beacon armor

+350% base XP multiplier

+180% XP multiplier per trait per level

x4 shadow core cost for battle traits

Y6 Drop Rarity Range(Maxed Traits): 91-120

Y6 Drop Rarity Range(No Traits): 31-72

 
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Topic: GemCraft Labyrinth / How to unlock S hextile and Grey Trees

How do you unlock the S hextile? And how do you get the “Grey Trees” achievement?

 
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Topic: GemCraft Labyrinth / gemcraft 2

I also need help on V2, now…

EDIT: NVM, I beat V2. Ctrl+clicking on one of the wave stones makes the level a total joke.

 
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Topic: GemCraft Labyrinth / gemcraft 2

Originally posted by Takiza:
Originally posted by soul4hdwn:

4 g1 wave angers always, the 5th grants a beacon spawned so regardless of the grade of gem used (depends on mana but most likely still only going to be g1), you’d only want 5n-1 bombings.

edit: you can gem bomb ANY non swarmling wave with a g1 and come out with a net gain in mana. every 4th/9th wave is the optimal balance for difficulty.

pretty sure someone will grumble at me for using 4x g2 (or 3 but no higher than 4 so far) to anger giants. =p but i do the math properly and early waves have no difficulty even with low wizard level.

question however, where’s the thread about optimal gem combining? slapping a g1 to a g20 increases the mana cost (trivially but it does). i’m used to and thankful for the Upgrade key instead of fumbling around inventory slots for absolutes…

spam towers or at worst, 1 wall per 2×2 space, to prevent beacon spawn near gems. Then anger to your hearts content.

don’t add G1 to G20 lol.

Optimal dual gem-(with squished red + optional blue for farm)

create 2 G1, one orange one black.

Combine

Duplicate.

Create 2 grade 2s, one orange one black.

Combine duals with the pures.

Combine.

Create 2 grade 4, one orange one black,

combine duals with pures
combine.

Etc.

Tested N proven by me(I’m thunderrider over on armorgames). Look through Crusade for a Grade 100 gem, lotsa good info and debates there. also houses my test results from this.

2 dual orange black grade 50s, one specced one not, this is how much improvement the specced one had.

Results were(rounded):

+25% to min damage, +20% to max damage

+0.5% range(not sure, I forgot)

+1.5% speed

+41.9% mana leech

+22%(?) bloodbound modifier

Both had 0 hits, 0 amps.

Thank you, Takiza! That gem-building tactic helped a LOT! Now I’ve finally beat that stupid level!

 
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Topic: GemCraft Labyrinth / gemcraft 2

Originally posted by fractalman:

V3 is easy, if long-winded. you have enough mana to start to make an epic killgem AND some half-decent mana/utility gems in the starting stretch.

red/yellow(black) for the killgem.
Don’t forget to anger early waves with the appropriate grade!

How much should I anger the early waves? 3 G1s is too little, and 12 G1s is too much…Also, should I use black/orange/red or black/orange/red/blue for the Mana Gem? And which of these is top priority: Angering, Mana Gem upgrading, or Kill Gem upgrading?

 
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Topic: GemCraft Labyrinth / gemcraft 2

Can anybody post a written walkthrough on V2 and V3? I’ve tried tons of strategies, and none of them have worked.

 
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Topic: General Gaming / GemCraft chapter 2: Chasing Shadows has been released on Armor Games and this thread is about strategies.

How the heck do you beat V3 and V2?! I’ve tried many strategies on both those fields, and I’ve never completed either of them. V3 is the premium-only one with 228 waves and V2 is the one where you have to curse monsters to charge the pillars.

 
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Topic: GemCraft Labyrinth / gemcraft 2

How do you beat V4 and unlock the tome in D5?

 
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Topic: GemCraft Labyrinth / gemcraft 2

http://gameinabottle.com/blog/2013/03/gc2cs-talisman/ This sounds epic.

 
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Topic: Bloons TD 5 / Think of your own bloons!

BBB(Big Bad Bloon): Contains 10 MOABs, 10 BFBs, and 10 ZOMGs. It is a MOAB class bloon, and is weak/immune to the same things as a ZOMG. Takes 49000 hits to pop.

RBE: 253,360

Speed: 0.5 of a ZOMG

Appearance: Round 110

 
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Topic: Bloons TD 5 / Think of your own bloons!

Originally posted by bahrenz:

Dark Green Bloon
It contains 25 green bloons,
Speed : Green Bloons
Appears at round 10
RBE : 76

Lavender Bloon
Contains 25 pink bloons
Speed : Pink Bloons
Appears at round 30
RBE : 126

Crystal Bloon
Take 100 damage to pop
Contains 8 white bloons
Speed : Yellow Bloons
Appears at round 47
RBE : 189

Dark Green Bloon and Lavendar Bloon appear way too early. Dark Green Bloon appears over twice as early as rainbow, but has almost twice as much RBE and moves faster, and the Lavender Bloon moves faster and has a higher RBE than a ceramic, yet appears 10 rounds earlier. Dark Green Bloon should appear at round 37, Lavender Bloon should appear at round 44.

Big Green Bloon: Contains 10 Dark Green Bloons.

Speed: Green Bloon

Appears at round 48.

RBE: 761

Big Pink Bloon: Contains 10 Lavender Bloons.

Speed: Pink Bloon

Appears at round 50.

RBE: 1261

Combo Bloon: Contains 10 red, 10 blue, 10 green, 10 yellow, 10 pink, 10 black, 10 white, 10 lead, 10 zebra, and 10 rainbow bloons. Takes 10 hits to pop.

Speed: Rainbow before being popped, zebra after 1st pop, lead after 2nd pop, white after 3rd, black after 4th, pink after 5th, yellow after 6th, green after 7th, blue after 8th, red after 9th.

Appears at round 54.

RBE: 1309

 
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Topic: Bloons TD 5 / Post New track ideas and difficulties for the track.

Originally posted by myskybluecap:

Absolute Zero

Difficulty:Expert
Description:A very cold and twisty track,it doubles the attack speed and power of Ice Tower but halves other tower attack speed.Water is here.

Magma land

Difficulty:Intermediate
How does the monkey get into the volcano?And how does the bloon got into the volcano?!2 paths that has its own exit and very close to each other.Ever seen water in a volcano?No?Good,because there is NO water here.

Originally posted by rex654:

Name: Coffin
Track Type: Extreme
Rank Requirement: 60
Easy Reward: 350MM
Medium Reward: 500MM
Hard Reward: 650MM
Image:
http://prntscr.com/nr81c

Yes, this is Tutankhamun’s tomb. bloons get a 1.5x speed rate inside.

Circle of Doom
type: easy
rewards: same as easy tracks in the map.
http://prntscr.com/nr8aa
yes it needs to be big enough to place almost all towers in the smaller parts. Add 2 ways for an entrance for this map.
black = where the bloons go. white = where u place ur towers
The Treasure Chest
type: intermediate
around the chest so up across down
(its the chest to get ur daily MM)
same rewards as other intermidiate

You can’t do things like “bloons moves x* faster” or “x towers move x* as fast” for normal tracks. You can only do that on special missions.