An activated ability where you can select a tower to receive the overclock after each round, rather than himself. Not using/unlinking the ability lets him overclock himself.
make it an actual support paragon, not another tower that deals damage just in a different way. id like to see each of the turrets it deploy possibly give a buff or serve some sort of support role, maybe if even just one of the turrets could provide support it would be more fun.
i think the main issue is that the only people getting paragons are those that are farming with the sole purpose of getting a paragon, and at that point they know exactly what paragon they want. this means that for casual players, theres no experimentation as paragons are essentially off limits in a normal game
Imo that’s the whole point of paragons. They are freeplay and boss event DPS machines like the VTSG. No one expects to be able to get a VTSG in a normal game either.
@@mathematiciantim3439 But a VTSG is the best tower in the game. It has no competitors. Meanwhile paragons have FIVE competitors, so variety SHOULD matter.
@@blueyandicy Paragons have variety. Yes Dart is the go to for Bosses, but falls of on maps without walls. And Boat is the best for lategame. The Paragons have different usecases, but since they are all good damage for space multiple if them get used in lategame/tier5 elite runs.
@@blueyandicy it's honestly harder to come up with such variety when all paragon are essentially the best damage towers in the game. But props to ninja kiwi for doing the best they good with that, cus the engineer paragon is a good mix of variety anyway. 👍
So I actually had a chance to talk with the Lead Game Designer Rohan, and he mentioned to me and KhemoSwavey and DotTrev that they don't look at Engineer as a "Supportive" support tower, but rather a DPS tower. But definitely agree with the changes you suggest. I kind of wish Master Builder was built a little differently as well!
That is very interesting. I'd be fine with Paragons being DPS only, but I feel like they'd be missing the special element of BTD towers if they only go for damage. Maybe (and hopefully) I'm wrong on this one. :) Ty for the insight
@@Hbomb the problem with paragons being dps only is that it’s hard to have variety in strictly dps towers. The only real thing you can change is how they do damage (and maybe whether they specialize in single target or AOE). Lack of variety also makes them really hard to balance, since paragons will rarely have specific scenarios they do better in (besides dart paragon doing well with walls).
@@Hbomb Yeah, I fully agree with you on that, otherwise we're just gonna have a bunch of paragon towers who are only ranked based on their damage per cost value, as opposed to extra unique utilities they could provide!
The idea that you proposed with the paragon traps counting towards the next paragon's pops is amazing. Another idea would be to try to fight the notion that all paragons have to be super strong in popping bloons. Since it's a support tower, maybe remove a lot of the popping power it has and focus more on the support element. Kinda like an overclock that you can use only once per round (twice at d100) but stacks infinitely. Would be a breath of fresh air if every new paragon that came out wasn't a popping machine.
Thanks, and I agree. Making them DPS only would take the 'special' part of BTD out of it that I love. Hopefully I'm wrong about that though because NK has made great decisions so far
@@maxmanchik i disagree, if your paying that much for a paragon that doesnt do much damage itself then infinite stacking isnt to unfair as long as its linear. Obviously exponential would be unfair but linear you will still lose to the bloons probably not any faster aswell.
@@Subt0nix No, infinite buffs are just plain unfair and completely breaks the balance of the game. Like, that means that you don't even need to have a high tier paragon to get such ability, meaning you can get it for as cheap as possible and then use it to infinitely buff VTSG, which is already completely busted
I personally don't agree simply because top path engineer is known for leaning way more into DPS than actual support. I would make it ⅓ DPS and ⅔ Support to stay true to the actual base tower
Honestly I don’t mind the paragon power creep, but IMO the Engineer paragon was a huge letdown. It doesn’t feel like the paragon of a support tower in the slightest. It’s nice that it overclocks itself automatically, but couldn’t it do that for other towers in its range, since it doesn’t have global reach? What happened to the bloon trap? The cleansing foam? Also not really an issue but I also think it’s the least cool-looking paragon (say what you will about the Boomerang, but he’s got drip).
I think it could be neat if one of their turrets sprayed cleansing foam, and another sucked in Bloons to represent the trap (think bloonchipper but on a cool down and no stalling)
what do you want from a cleansing foam really ? and what do you want from the traps eat bads ??? if they add it it will be a xxxl trap but eat way more than normal the only change i want from this guy that he overclock guys in range and stacks with ultraboost and overclock but other than that he's very well done btw ninja kiwi made these update for free not a dlc's so keep that in mind
@@georgecunningham562 bro we just paid 4,99 dollars it's like nothing bro the game on playstation and xbox like paid for 60 dollars and they have DLC's and ninja kiwi give us 40 updates that change tha game completely for free like that's really good deal
Honestly the idea of the "paragon trap" for the engineer paragon is really smart, buffing the paragons would be too op and this is just a fun way of doing it.
I think the paragon needs to reflect all 3 routes, still kinda mad about the engineer paragon, because now I’m worried about Druid paragon (favorite monkey is Druid, love avatar of wrath strategies)
@@az1202 thats not an "aspect" thats literally an entire upgrade path. There are 3 paths and 3 tier fives, if a paragon is the combined might of those 3 paths, then how is it fair to exclude an entire path...
33.0 is coming with a new Paragon, Boss and further changes, however it is to keep your expectations on the neutral side as we don't know what else is coming with.
@@theendofthestart8179 not a single game made currently lives without constant updates to keep it going. You aren't some saint for being passive and having this pov, you're simply ignorant to business. You think this game would last without updates? Within the first couple months I had well over 10 black borders while there were like 3 heroes and nothing else. Think you'd be playing rn? I stopped for years
Im not saying NK should stop doing updates, im saying people should quit having unrealistic expectations for them, only to be disappointed when the update isn't exactly what THEY wanted.
I dont play boss events anyways, paragons are something I get when I go for highest round records and so I still get hyped when new ones are announced cause theyre always fun to mess around with
The paragon trap doesnt even need to touch bads. If it did traps just combine it with navarch who can take out bads and those are probably the only 2 towers you will ever need
then just stall everything thats not bads with impale, bloons crush, moab press, etc. and let the boat get more time to hook them in. (but yeah they shouldn't touch bads)
it depends on the actual statistics of the trap though. navarch only works twice per round, and there are often 50+ bads per round. so the trap would have to handle the 48+ other bads
My thoughts on the trap is somewhat similar to Hbomb, but make it work like bloonchipper It sucks up BADs but takes a long time to digest it, dealing percentage based damage depending on the paragon degree every tick and it's pop count can be used like the paragon totems from geraldo
For the Master Builder, I'd completely rework the mega sentries. The green sentry now sucks up bloons, generating a bit of money and also power for the Master Builder (replacing its self-overclocking). It can suck up BFBs, DDTs, and under effortlessly, but ZOMGs take a little while to suck up, and BADs are immune. The Blue Sentry now shoots electrically charged nails, and has a lightning effect that essentially overclocks nearby towers to a small extent. The red sentry can stay as is, it fits.
I would really appreciate if one of the next few paragons were a much cheaper and weaker option instead of gradually getting more expensive/powerful. Add a 100-150k wizard paragon that’s good for the early tiers. I think this would really help with the power creep problem.
That would only make it worse. That tower would work as a bridge tower between normal monkeys and a proper paragon. You could spend your 150k on that paragon and then do nothing but farm and save up for the better paragons. The high price of the paragons is stopping the power creep because they are pretty much locked to super late game
Honestly a 400k wizard would be good imo, it could be a little better than dart/boomer but weaker than ninja and be focused around a good tier 3 elite ranked kill. I also think it shouldn't have an ability, because it's been a while since we've got a non-ability paragon
I have a SUPER EASY fix for this whole problem: Instead of round 120, make the boss go to round 200 on elite. Honestly it solves all problems. Now we have the dart paragon early, then ppl can chose between glave or engi which can overclock paragons (instead of BAD trap) or even sun god and then a 1 million pricetag Ninja or Navar for late. Honestly it is the obvious route to take.
I hope NK takes their time with updating Master Builder and gives him what he needs to call himself a Paragon. I want my favourite tower to be done justice, and the glorified top path with little to no support he got last month was not enough.
My idea for the builder would be to have each of the sentries do something different, where one would keep the sentry spawning (top), one would buff towers around it while placing foam (middle) and the last would be able to place multiple XL traps around itself (bottom). That way it keeps its cool sentry concept while also meshing them into the other paths
The problem with paragons is they do the same damn things. They all have huge damage, huge AOE, and huge range. All the other towers have strengths and weaknesses, but the only unique part of paragons is their cost.
Glue paragon and ice paragon should get paragon power from also how much bloons have been slowed. Since not all the paths do damage, this would be another great option, these would probably accumulate power together somehow until the combined max.
I love your idea about the trap acting as sacrifice for other paragons. If I had my way I’d do these things: -Make Navarch ability cooldown much much longer at lower levels and decrease as you level up -Make each dollar generated worth 1 pop instead of 4 for levelling -Make master builder have a radius where it ultraboosts other towers each round -Give the laser sentry a lock option -Add a visible indicator to the MB overclocking himself so you can see what level he is -Add your paragon power XXXL trap idea -If it’s precedent that paragon abilities can affect BADs, then glaive dominus should knock BADs back slightly with moab press. -APM is fun, don’t touch him, except fix the instant lvl 30 bug
This man makes such amazing videos. The fact that he makes his videos only as long as necessary makes me respect him so much and the way he isn't afraid to make videos less than 8 mins is amazing.
Imagine after all the towers get a paragon they add them in Battles 2 where they add a gamemode called "Boss rush" basically you either win by killing the boss early or killing your opponent while the gamemode is in Bananza too
I'd say make it the defense mode of Battles 1 where you can't send bloons but you can increase income, then you can spend eco or cash to power up the opposing side's boss Maybe for 30k you can upgrade the opposing side's boss to tier 2, 100k for tier 3, and so on The towers would prolly be randomized with at least one of them being a paragon, and another being farms, and if the 1 other tower can also be a paragon, disable it So slot 1 will always be a paragon, slot 2 is random and if it can be paragon, it's paragon is disabled, slot 3 is farm I dunno though
make the engi paragon spawn a bloonchipper, nerf damage of the sentries a small amount, nerf damage of the guns as well, and have a 10% attack speed buff to all towers on screen, piece of cake. the bloonchipper "trap" sucks in 50 moab-class bloons, except bads. it's an ability that has a crazy long 2 minute cooldown, and while the ability isn't active, the engi paragon just spawns regular xxxl traps.
I think the paragon degree convertion trap is a great idea, but it would absalutly be overpowered because it would buff all the paragons by giving them higher degree, this buffs all paragon by the same amout so although this dose solve the trapless problem it dosen't solve the meda problem so I think the trap should give more degree the lower the original degree is, this way of it's used on a dart paragon that was orignally going to be degree 30 it would only boost it to 35 but a boomer paragon that was originally going to be 0 would become 20 and a boat paragon that was orignally going to be 50 would only be buffed to 51, and maybe make it so that when you use this ability you can also choose from a smal discount on the paragon and refound a small amout of money, or it can also give the paragon a small permenemt buff, the refound would not be added as power but because this way it would be getting a lower original degree which means the trap's degree power buff is stronger, if the player choose the discount then this could encorage new player to get use to getting low degree paragon before round 100 and this could prepare them for bosses because bosses are extremely diffrent compared normal bloons and some new player would just not play them because they think it's too hard, if the player choose the smal buff then this could encorage the more """EXTREME PRO GAMING""" player to make new meda stratagies to optimize degree farming with this, but this system is absalutly over powered if the paragons are as powerful as they are now so NK need to nerf the hell out of all the paragons I think this way the paragon system would be way more complicated to use effectively but if optimized paragons are will just as powerful as they are now, I think this could combat the current meta and encourage the player to invent and optimize new strategies by creating a learning curve on the paragon system this would make the new paragon system heavily based around the master builder giving buffs to other paragons but hey that's why it's a support tower
I think cost of paragons should be dependent on cost of inaccessible upgrades. Or alternatively force you to have one of each type fielded before being able to upgrade to the max level
I saw this somewhere online where someone suggested the traps would make an explosion dealing massive damage (like the paragon sentries) after being filled
Making 100 degree paragons acquirable normally, with my personal suggestion being let paragons buy tiers once they're placed, would already go a long way to making them much more worthwhile in normal singleplayer
@@theendofthestart8179???? Since when were paragon never worthwhile???? Besides, making bugaboo tiers would turn the already God like paragon into literally, I don't know how to explain it. Lvl 50 paragon are already god like, letting us buy Saud tiers would break the games difficulty as it is.
I think this should be for the Master Builder • Overclock should be an AOE Burst That Overclocks other towers around it from time to time, Kinda like 0-4-0 Super Monkey Ability l • The Trap would be able to suck up MOAB's for a certain time so that it constantly collects RBE rather than sit there being a Liability • Add one more Turret that is a Monkey Farmer that Collects Banana's and add 20% of that Revenue per Banana Collected and added more Radius • Or that Turet can Collect Banana's from Farms and Shoot out peeled banana's on the ground that stuns a bloon or blow back a baloon Tell me if it's too much or remove one or two of them then it's enough
I will say, ever since the boat paragon was introduced. I haven't used him for boss events after I saw him solo Bloonarius Elite tier 5. A good boss event would have players go back to the old strats for Elite bosses. Meaning Elite specific restrictions, Mad and temple with damage amplifiers for tier 3, Vtsg for tier 4, etc. Another good way to balance the boat paragon problem is to make every 100$ count as 1 pop. There is no fixing the Apex unless the MK point is removed or changed sadly. Paragon levels could also maybe count Abilities as more level food for higher degrees to balance out things
Master Builder trap Throws the trap into a MOAB, ZOMG, BAD, or Boss and causes balloons that would normally pass through the large balloon to be absorbed into it for X amount of time. Upon expiration, deal damage equal to RBE absorbed by the trap. X is dependent on Paragon level with diminishing returns. Would make for an interesting ability, gotta time it, and has the double effect of allowing your damage towers to focus the boss while also turning enemies into damage... for a time.
If Paragons were only a side act in every patch, like new skins, they would be great. but they add 0 replayability to the game and therefore not much new content. They really butchered the game when stopping to add new towers and deciding to nerf every tower to the ground. Chimps is so boring when all u can do on harder maps are perma spike strats
Do you even play this game ? Towers have been receiving more buffs than nerfs since 2018. If you look at chimps guides from Jajajosh, Spiffy, Chom Chom, Chillzi... You will be amazed by how many combinations there are to beat expert chimps. Instead of complaining kids and casuals like you should just git gud👶🍼
I have a pretty fun idea for the paragon trap. Since the bloon chipper is confirmed to not be coming to bloons, they can add a big bloon chipper as a trap, it would also be a cool easter egg if the bloon chipper on scrapyard would get sacrificed into the paragon (just an animation ofc, wont buff the paragon). Basically, it does big damage to all bloons and tosses them back, but it has durability with bads and will explode after sucking in a couple bads (maybe increasing with degree?!?!) after it explodes you need to use an ability to bring it back. this way it is the only way to stall bads while not being too op with the ability to insta kill them
I think my favorite idea for the trap I've seen is being able to set it to eat all of a single type of bloon other than bads. Like, you set it at the end of the track and choose ddts, and it just never fills up, but only eats ddts.
if a bloon trap was implemented for the engine pagaron maybe give it a lot more bloon capacity such as doubled the amount of RBE from big trap. or be able to place 2 or 3 big traps. it would then be even more of a support tower because late rounds you are getting a lot more BAD's so then you may want to engie towards the back to clean up. or another idea. if you have certain paragons on the field maybe they debuff or even disable other paragons. say you have APE on field. you would not be able to get a ninja paragon down or the ninja would have less damage. now from a coders perspective this would be something that would be a PAIN to add and maintain.
I would say the trap could eat BADs but can only be placed once every 2-5 rounds also a BAD would extend the wait time to five rounds no matter what while filling up the trap
I feel like Paragons are great for BTD6 Veterans to challenge themself with Freeplay. Having them at all is still nice, although the balance of Price and Damage is something that will need some reworking but when we get more Paragons we should be able to see some synergies and hopefully stuff like a Glue paragon for mostly support with some damage or an Ice Paragon that takes a well rounded tower and turns it into a crazy Synergetic Hybrid that can stun while also being a damage machine. Some people make jokes about stuff like the Monkey Village or Banana farm getting a Paragon but I wouldnt mind that either, a Monkey Village Paragon would be nice, maybe being able to buff other Paragons while Having a more powerful Ballista attack (not nearly as much as other Paragons but there nonetheless), Letting towers effect BADS with effects or slows as long as beforehand it could have effected a ZOMG, Then giving every Tower within the radius a small damage and attack speed buff, and having a even more powerful buff ability that lasts multiple rounds, For the bottom path being included it could probably have something like a map-wide auto-pickup for any form of money generation, Sniper Drops, Heli Drops, stuff like that. Idk either way Im hyped for whatever is next
Here's what I'd do to "fix" the Master Builder: 1. Add a "Jumbo Trap" ability, it would set down a trap on a chosen location within the paragons range, and it would eat up, let's say, 50K RBE, this would make it able to trap 1 BAD before immeadiately expiring, but I wouldn't give it the ability to eat FBADs, once it expires, it would give a +150% bonus to the income that would've been generated by just popping the bloons it swallowed, this ability would have a 50 second cooldown but would slightly decrease with higher degrees. 2. Give any towers in it's radius an immeadiate and permanent +20% attack speed boost, but similar to the paragons self-overclock, it would increase as rounds went on, which I think could either be 2% every round, or 5% every 2nd round, this increase would cap at +50-60%, if a tower is placed in its range while a couple other towers are getting this increasing bonus, it would just start at the same 20% and build up at the same speed. While not as good as an overclock ability, it still allows for some strategy as players would be able to pick and choose which towers to put within its radius. To compensate for it's increased power, I would increase it's price by plus 15-20% for every mode.
might be a weird comment but going back and seeing your older videos, and being able to basically see a before and after of you with a beard, you grew an incredibly good beard, you really pull it off man.
I would say that a trap ability for the engi paragon could be there. Like you click it, a massive trap covering the screen is lowered from ropes that eats up everything non bad. Then it is stored somewhere on the map( you cannot place towers over it or it will break, releasing all bloons held).
Ok, I just had a cool idea for a boss that makes glaive dominus viable. Compared to other paragons, the boomer paragon excels at group damage. However, bosses are single enemies, and all you really want for them is single target damage, leaving the dominus in the dust. So, why not make a boss that splits at every skull? Every segment has a set ammount of hp and becomes invincible after taking enough damage until the other segments also die, at which point every part splits again. Each segment inherits the hp the boss had before rather than getting a portion of what was left (like slime boss in slay the spire), so to compensate the boss has low starting hp seeing as every skull the boss effectively doubles it's current hp. The dominus would shine here as the group damage and ricochet would hit every part of the boss equally, completely shredding it's low hp pool and effectively ignoring the splitting gimmick.
@@hellboy19991 you could have them spread out a bit, most paragons are focused more in one area while glaive ricochet can hit from much longer distances.
Another idea for the over clock is that the ability boost every tower in a zone and paragon too but slight 10% or 20% speed or range Idk. For the trap the paragon idea is super cool, I can totaly imagine having all paragon to a decent degree in only one game with this. But it could also be something like it eat an infinite amount of bloons, and get only filled up by moab or higher. Now the thing that would make it not the ultimate cleaner would be to make it only make money and paragon power by eating moabs or higher, so it's would be a choice to make. Sad part is once you are done building paragons it become brain dead again but it's at least limited by the tower range.
I don’t think many people think of this. I think a good way to have the tower support other towers is to debuff Moab class. Bloons. Allows towers with high dps deal more damage. Id say maybe have the trap debuff them. No one said the trap had to eat the bloons. (I get that’s it’s main purpose but hear me out.) Have the trap debuff the first 500 moabs that cross over it that can be redeployed twice per round after expiring. It can hit more Moab classes as the degree rises and can redeploy a 3rd trap after degree 80. I say 80 instead of 100 because you still would need to equip Geraldo or have multiplayer to get this benefit. The overclocking could be reworked to give all towers in its range 30% attack speed (aside paragons), and increase 1% for every 5th degree. I think the sentries are fine, tho the green one could use a locked target option if the player can’t be bothered to target constantly.
1. Introduce another MK for boomerang similar to the extra crossbow master. That will solve the dart or boomer paragon issue. 2. Make buffing for engi paragon a thing, but only for paragons and sun gods. 3. Increase the cost of Boat paragon to 600k. 4. Slight increase in range for Ninja paragon would be nice. I believe this is the most balanced paragon. Tbh, NK putting limitations in the recent boss events are annoying as it forces you to play a certain way instead of being creative.
@@shinystarmiestudios4179 probably the middle path as it is the most balanced. Bottom path is way too strong and can easily accumulate pop counts as it can permanently stall moabs while top path is too weak for late rounds that it cant accumulate pops.
welp dreadbloon came out and i think the immunity could be fun to play with to force certain paragons, like onstead of limiting to one cat cant deal damage, there could be that only one category can eal damage
The fact that VTSG is significantly weaker than even a lvl 20 dart monkey paragon is insane and stupid to me. If they want to fix Paragons, they need to address these: 1) Paragon building is unnecessarily complicated. 2) Paragons are too strong. All of them. 3) Paragons require untennable income. My solution: -Paragons do not store or scale with pops, upgrades, or total cash invested--they are made with the initial cost, and all tier 5s. -They all start at level 1. They scale levels at rates depending on their initial price, just like Heroes. Geraldo can place totems that, whenever placed within range of a Paragon, give it a boost of experience. -Level 1 paragons should be stronger than their current form, and scale much slower. -They ban you from building any other Tier 5 towers of its type.
The way I would change the engineer paragon is I would leave the tower itself the same (albeit without the self ultraboosting) and change its ability instead. Where the first time you use it, it spawns the red turret, the second time you use it, it spawns some kind of 'radio beacon' that grants an overclock buff to nearby towers, and the third time you use it, it spawns a trap that can eat a RBE slightly higher than 1 BADs worth (The idea being you need to use the ability 3 times each time you want a trap, so its not as reliable as navarch's ability, nor can it kill a fortified BAD). That being said however, I do like the idea of the trap being a sacrifice for the next paragon you get instead.
Make it so that different Paragons do different amounts of damage against the different bosses. For example the glaive paragon could get a 1.5x multiplier whilest the APM gets a 0.75x multiplier
APM would just suck after such a nerf, just make it have a 1,00x or 1,20 Multiplier. 30 damage( To a Boss) would be enough and you want it to do 20 (To a Boss) , But I do like this idea
Let the master builder paragon have a trap that CAN eat a bad but only if it hasn't eaten ANYTHING else and it can be manually sold but goes on a cooldown thus meaning you have to choose between having the trap up for support on other moabs or sell it to specifically handle the bad
My main problem with Paragons is that they can’t get buffed, so if something like MIB, or Alchemist will never work on them. This is largely an issue because the resources it takes to make a paragon is just stronger than the paragon itself.
I would love if by beating the first game of each difficulty you unlock extra challenges. I previously had the idea of support only and camo regrow pain, you know stuff like that. But I would also love a mode where rounds rank up super fast and you get double the money, always degree 100 paragons and cheaper too.
i think the main problem is that the game is now balanced around paragons, imho everything in the game (except paragon related achievements) should be doable without a single paragon involved, including elite bosses, balance the game around the regular towers, allow for more variety in strategies, rn if you want to do elite bosses or sometimes even with regular bosses every single strategy involves at least one paragon, even if we have different paragons i see it as the same strategy over and over and over again, just paragon here, paragon there, paragons everywhere. it's honestly frustrating that paragons have become required for certain parts of the game.
One thing that might be a bit broken but risky for the engie is if he gets an ability where he puts down a trap that insta kills everything other than bosses, BUT, it can only pop 1 balloon. So you either get a BAD or you get a red balloon and poof, it's gone
While I think the Navarch is far too strong and could be potential nerfed by reducing degree pop count by reducing the boost from farming (maybe 1$ equals two pops)I have to say that I have never felt more powerful than when I got a degree 44 Navarch on Round 95 of impoppable peninsula when I realised I could buy it due to boat farming and obliterated the last 5 rounds instantly
My first thought was that it could give a buff like the Elite Sniper, but maybe increasing the attack speed the further the balloons get down the track
some ideas I have for the engineer paragon is something like this it will have 2 extra activatable abilities, ultra boost tower and a bloon trap the ultra boost tower allows you to deploy a tower somewhere in a map and all the towers around it would gain the ultra boost buff the bloon trap would allow you to deploy a bloon trap somewhere on the track that is able to suck bloons around it and when it sucks in moab class bloons it would deal damage around it, making it a little useful for bosses instead of just a tool to eat up bloons however, having it suck moab class bloon in a radius sounds a bit powerful as it can just clear a just clump of bloons so I was thinking to have it do similar behavior of the bloon chipper, where it will suck in a bloon, have a little delay before it can suck up the next one, deals damage, if there's still another moab class bloon it will take that and do the whole thing again very wacky and weird to balance idea but sounds a little fun and cool
I would let the master builder to apply a random tower an overclock buff, with a chance of having an ultra boost charge every couple of seconds, in terms of the bottom path, i think it should have like a bloon chipper effect for bads, were it tries to suck them up, deals damage, then the bad escapes the trap. (It's also kind of a stun)
Let’s all agree, if your in co-op, there will be that piece of **** that will upgrade to a paragon even though there isn’t monkeys that will give the paragon more power
i think glaive dominus could have a spot to shine once we get a boss that splits into multiple parts or something, so hitting multiple of them is gonna be good, but at the same time APM should have a slight nerf for bouncy balls, like -1 max bounce, or turn some of the damage into utility, making all nearby non-energy projectiles empowered with plasma, giving +1 damage, but decrease the damage of the paragon itself (x5x dart thingy) at least glaive dominus can attack through the vortex shield, maybe ascended shadow should also be useful for maps with awkward placements and heck, maybe paragons could have their own boss utilities, in this case slowing down the boss by 10-20% based on the degree
I’m aware this video is super old, but what if the Master Builder’s ability put a massive trap at the end of the track that acted kind of like the LOTN’s Black Hole?
For the master builder I think a trap that can hold 2 FZOMGs or any equivalent would be good. It doesn’t have to insta kill BADs but it should be an upgrade.
Question; You said near the end that Ninja Kiwi has "stated that it's odd that the first support paragon does not buff other towers in some way". Am I wrong in assuming that, as the presumed creators, developers, and owners of the game, it is confusing that they are making such a statement when they have the power to change it and infact held the power to make it different prior to it's release? They are calling their own creation odd yet they themselves were, as far as i'm aware, not forced to create it in this way. Again, do correct me if i'm wrong, maybe the company was taken over and that information simply hasn't come to my attention yet, where some other company created the engineer paragon and released it, explaining why the original creators at Ninja Kiwi find it's role odd.
I kinda think the vengeful sun god tower is technically a super monkey paragon because it needs darkness champion and anti-bloon out of range for it to work
I was thinking like you say, if it has instant bad killer with very long cool down or limited amounts like only 1 trap, or make it so you can hook like 20 Zong’s and suck up 20 zomgs in the trap 2
I would give the master builder an ability granting like 2 - 3x boost for like 1/2-1/3 the uptime and beingt able to boost paragons for like 1/3 attackspeed
Actually, in my experience, when getting paragons. You want to get the navarch of the seas last as it steals all the pops from any dart or boomerang monkeys making it take much longer to get a higher degree which is way more important for the other paragons than it is for the navarch. I've tried this and that game is just a few rounds away from having 4 degree 100 paragons in single player. You can get the navarch before the ascended shadow tough as the grand sabtour's ability allows it to get the pops it needs even if you have a navarch stealing all the pops. Tbh if they had allowed the engine paragon to say, trap,slow or just affect b.a.ds in some way then I would probably have all 5 paragons right now. But then again I'd be over round 300 and that would be a bit op
Actually making a trap ability that is similar to his 0-0-5 but instead of giving out money it buffs other towers depending on how full it is and when it explodes it can be like a super buff (idk it just has to be flashy), might be nice
Wait a minute, I just realized Geraldo’s shop would make the Navarch amazing for late game playthroughs to one shot BADs no matter what multiple times.
My idea to upgrade boomerang paragon: -The further the bloons are on the track, the higher the dps is -Spawning a short range glaive maelstrom-like passive ability every 10 seconds -Shooting glaives weaker, but splitting into smaller ones upon contact and global range -Ability: Pushes back all nearby moabs in its range (not global) slowly for 2 seconds (normal cooldown)
I feel like they all act the same. Besides the boat bringing down BADs it's all just additional damage It should be like Engineer could ultraboost paragons making them temporarily better. Ninja monkey should be able to sabotage, slowing down all blimps temporarily. Boomerang could turbo charge making its attack temporarily better Dart monkey should buff all other dart monkeys as like a plasma monkey as an example. So crossbow master with additional plasma damage. Other examples such as mortar paragon removes fortified off of all blimps. Depending on level, so only lvl 100 can strip BADS Add an additional thing to each paragon so whatever you struggle with the most you can prioritize. Getting them all means you have a much better chance at surviving with them all working together. It just feels like they all add extra damage, putting you a little higher due to the scaling in free play
Of course though damage of these paragons should be adjusted. There will always be a meta way for a boss but as they add more bosses they can play around with what special power the paragon has to have a different paragon based on the boss/map
@@AlisonL520 Your suggestion changes that fundamentally change what a paragon is and how it works, then you suggest a whole slew of abilities for paragons, the late game tower intended to REMOVE apm from late game. You also suggest that Dart paragon should buff dart monky, sounds fun, but the paragons are intended to REDUCE the amount of monky on screen, not urge you to place a ton. Also not sure what you could possibly mean when you say "whatever you struggle" what is there to struggle with? the only enemy is bloons, and the only two types are BAD and everything else.
@@theendofthestart8179 Well yeah it does change how a paragon works, that's why I'm suggesting it. They all feel the same late game. Okay, it shouldn't buff dart monkeys, I didn't think about that. You're right. They're going to add new bosses eventually anyway away from the one's in BMC with special abilities. Using different paragons for different bosses would keep it fresh. I meant whatever you struggle with as in different bosses or late game, maybe water only maps etc. I'm not talking about changing paragons entirely like you seem to imply. Just add an ability to each one that will make it stand out against the rest of them because at the moment like Hbomb said people only really use the dart early game and boat/ninja late game. It would be nice for variety
I feel like since paragons are more on the “boss only side” they should maybe hold off on making more paragons and add new bosses instead. But they have to be unique or different to the point where other paragons are used along with the boss. Like there could be a boss that is made up of a bunch of other mini boss Bloons so that then you hit a skull, it could “pop” and scatter the Bloons bunched up to make the boss around the track, having such high health Bloons scatter around the trap could maybe shine some light on the boomer paragon because the seeking glaives aspect could make it so that compared to the other paragons, it would be the best fro that boss. Being able to effectively hit all parts of the boss and deal constant damage compared to maybe a dart paragon.
I‘d make the Master Builder much cheaper. His T5s are already quite expensive (looking at you Ultraboost) and with the paragon also being really expensive, he‘s a pure lategame option, which as you said, means that he has to be a dps tower because that‘s what you need past r100. I really like your idea of the trap buffing future paragons, so I‘d try to balance the Master Builder to be something you can get as the first paragon. He‘d be less dps compared to an APM, but if you manage to hold regardless he‘d buff your later paragons with his trap and also maybe boost your eco if you build farms in his overclock-radius. That way you had the tried and tested APM, or the slightly riskier Master Builder as valid options.
i like the idea of the paragon trap giving the money it's earned to the next paragon made, maybe make it to where it could stick around just a big longer then the XXXL trap, like maybe a round or so, that way, if you experimented and built the Engineer Paragon first, you'd have time to properly build everything else up first. additionally, another thing that NK could do is take that bananas farmed count as 4 pops each and nerf it to be like, bananas farmed count as 3 pops, 2 pops or even just knock it down to a single pop each, that way it'd make the overpowered Navarch be more reasonable as now you'd have to keep your ship farms going for longer, taking up valuable water space that you could use for other towers like Pat or the sub. It'd also fix the whole trap issue that I could see happening if you were to give those bananas farmed by the trap to another paragon being built after the Engineer Paragon, especially make it to where now, in the late game, the Boomerang Paragon might have an actual viable chance at the number 4 spot. Or, if it doesn't do that, at least make it easier to get as the 5th paragon made, as the Ninja Paragon would still likely be the more viable 3rd, with Engineer being 4th, te two swapping though depending on map length and size.
If the master builder does get a big trap, it should be like the Navarch and previous xxxl trap, where it can eat a bad, but like the actual xxxl trap, it can only eat one of them, example, regular xxxl trap can only eat one zomg, so paragons should only eat one bad. P.S. The Master Builder should be able to buff other towers, and i agree with Hbomb that it should be an ability with a long cooldown. Anyways sorry that was very long.
Good idea. Also let us lock the purple sentry. I avoid using Master Builder because I hate that the laser follows me around when I'm collecting money and placing monkeys and I can't lock it in place.