Let's Talk Monkey Balance #5 - Sniper Monkey
Hello everyone!
Previous week the discussion was about the Monkey Ace. This time around, we have our fifth tower to discuss: The Sniper Monkey!
Here's my overall view of the tower:
Top path - The tier 3 upgrade, Deadly Precision gives Sniper a clean way to deal with a few Ceramics. Tier 4, Maim MOAB is an excellent early MOAB crowdcontroller. Tier 5, Cripple MOAB is quite versatile upgrade: It adds a flat damage amp debuff on MOABs, giving it excellent synergy with fast attackers, while also hitting really hard itself. In addition, it gets a small explosion effect on bullet impact, even giving it a bit of AoE potency without crosspathing. And speaking of which; Both crosspaths are perfectly useable, with middle crosspath adding better general crowdcontrol (and ability to attack camo bloons), while bottom path gives it better single target power and, more importantly, better uptime for its stun/debuff effect.
Mid path - Tier 3's bouncing bullet starts this path into becoming a good cleanup choice for dealing with lots of small bloons. Tier 4 and tier 5 gives it an active ability that sends in cash, along with further improvements to its pierce, number of bounces and attack speed. Tier 5 also grants all Snipers elite targeting, a quite useful targeting option to more strategically handle MOABs and Ceramics, along with providing all other Snipers a decent amount of attack speed bonus. The only issue, imo, that this path really has is that its abilities are very "use immediately on cooldown", which was changed for the Druid's middle path due to the same issue, and how it is used also heavily incentivizes stalling tactics, so that is something that deserves to have a closer look on it. Crosspath-wise, both paths are viable. Generally speaking, if you can't get an Alchemist/Geraldo to buff it, or you need long distance on the bounces, you generally want to go top crosspath. If you can get Alchemist/Geraldo, or don't need long bouncing distance, you generally want to go bottom crosspath. However, neither of these are "necessities" and you can crosspath it according to whatever you feel you need out of it, which is nice.
Bottom path - All the way from tier 1 all the way to tier 5, these upgrades all basically just do one thing with increasing potency: More attack speed! Of note, tier 5 also has even more attack speed the closer bloons get to the exit (which can make microing / Elite targeting useful for optimal DPS) and if you lose a life? You guessed it: EVEN MORE ATTACK SPEED lol! While it is a very functional and viable path to use in many situations, I personally feel it could get some tiny little extra thing added to it so it is not JUST all about attack speed. Crosspathing-wise, both paths are viable: Mid path improves its crowdclearing capabilities (along with camo detection), while top path improves its single target damage output (along with lead popping power). Alternatively, the crosspaths can also be chosen based on what external support you can give them. For example, if you can get easy camo aid, then top path is a good choice to let it deal with all bloons types. Alternatively, if you have anti-lead aid (such as Permabrew, and/or de-leading via midpath Glue Gunner), going middle path is a good choice to also let it deal with all bloon types.
Overall, the Sniper Monkey is a quite cheap and versatile tower with good crosspath choices, which honestly is just a couple of changes away from being perfectly designed, imo.
Suggestions:
- x4x Supply Drop - Renamed Recon Sniper
- x4x Recon Sniper - The Supply Drop ability now has an additional feature: The ship that flies in and drops the supply crate also shoots 4 powerful darts towards the firstmost bloons. These darts move very quickly and home in on bloons with perfect aim, and ricochets between bloons up to 3 times. Each time a dart hits a bloon, it also generates an explosion. So, that's homing, exploding, ricocheting darts! Here are the stats in total:
- 4 darts launched
- 10 Normal damage with dart direct hits
- 3 bounces for each dart
- 10 Explosion damage with bonus +30 Ceramic damage for the explosion effects
- 25 pierce for explosions
- Note: All these stats could absolutely be changed up heavily, it's more a conceptual suggestion than anything else.
- x5x Elite Sniper - The Supply Drop ability also has its ship shoot the homing, exploding, ricochet darts. However, the amount of darts this version of the ability launches is increased from 4 > 12
- x4x Recon Sniper - Supply Drop ability's base cash amount granted reduced from 1100 > 0. However, every time a round finishes, the value of the Supply Drop increases by +300 cash, up to a maximum value of +1500. The value resets to 0 for that specific Supply Drop ability after you use it.
- These changes are to disincentivize using stalling tactics and/or hiding the Recon/Elite Snipers behind line of sight blockers for optimal cash generation.
- Note that the suggested cash values could need tweaks to be better balanced; this revamp is more conceptual.
- x5x Elite Sniper - Supply Drop ability's base cash amount granted reduced from 3000 > 0. However, every time a round finishes, the value of the Supply Drop increases by +900 cash, up to a maximum bonus of +4500. The value resets to 0 for that specific Supply Drop ability after you use it.
- These changes are to disincentivize using stalling tactics and/or hiding the Recon/Elite Snipers behind line of sight blockers for optimal cash generation.
- Note that the suggested cash values could need tweaks to be better balanced; this revamp is more conceptual.
- x4x Recon Sniper - The Supply Drop ability no longer activates all other Supply Drop abilities at once. However, once you have 2 or more Snipers on the map which have the Supply Drop ability (which includes counting the x5x Elite Sniper's version), you get an additional ability called "Drop All Supplies" which, well, drops all currently ready Supply Drops, heh.
- x5x Elite Sniper - The Supply Drop ability is now a seperate ability from x4x Supply Drop abilities (due to being stronger offensively), but will be used alongside other x4x Supply Drop abilities if pressing the "Drop All Supplies" ability.
- x4x Recon Sniper + x5x Elite Sniper - The Supply Drop abilities no longer have a cap on how many times they can be used per round; Since they generate no cash by default and once they are used to generate cash in a round, they need to finish at least one round first to start gaining economical value again. This means you can use these abilities freely for its damaging purposes an infinite amount of times in a round (similar to other damaging abilities), completely without risk of farming for infinite money!
- xx3 Full Auto Rifle - Bonus damage against stunned (and frozen) bloons increased from +0 > +1. This bonus carries over to xx4 Full Auto Rifle and xx5 Elite Defender as well.
- Note: For frozen bloons, it only applies if it can also damage them, such as when using the top crosspath or if being buffed by an MIB etc.
- xx5 Elite Defender - Now also spawns a shackling mine on each active bloon track at the start of a round, with the mine(s) positioned at the halfway point on each track. When triggered by bloon proximity it will generate a slowing field for 5 seconds with a 20 unit radius, slowing down all regular bloons by 75% and all MOABs by 37,5%. Triggering a mine also activates the Elite Defender's 4x attack speed bonus, making that aspect of the tower also useable even in CHIMPS mode!
- xx5 Elite Defender - Cost increased from 14900 > 15500
With these suggestions, here's how I see things changing:
(Top path is unchanged, so no comment here)
Mid path
With the Supply Drop abilities for tier 4 and 5 granting no cash at base, but gaining value as you finish rounds + having a cleanup-oriented damaging aspect added to them, their useage changes quite heavily: First, there is no longer any value in stalling or hiding your Snipers for the purposes of improving cash generation - finishing rounds is the only thing that matters for that. Secondly, you can now wait to use these abilities for more dense bloon rounds (or whenever you wanna use them, really) instead of just using them whenever their cooldowns are ready. Thirdly, the abilities now have a clear value even when you can't generate cash, such as in CHIMPs mode.
Bottom path
This path, instead of JUST having attack speed bonuses, now also has bonus damage synergy when attacking stunned (or frozen) bloons, granting it a tiny smudge more flavour (and some innate synergy vs MOABs when combined with a Maim/Cripple MOAB Sniper). Furthermore, while Elite Defender is a bit more expensive, its new shackling mines not only adds a little bit of crowd control (and further flavour to the path), it also allows the Elite Defender to use its special 4x attack speed ability in CHIMPS mode (without the need of Corvus's Soul Barrier spell), making all of this upgrade's aspects have full useage even in gamemodes like that. Since it spawns shackling mines on EACH track, it also gains a bit more value on tougher multi-lane maps (like Quad, Ouch etc). Not to mention, it also further emphasizes the upgrade's name being called Elite DEFENDER, don't you agreed? : )
What are your thoughts on the Sniper Monkey? And what do you think of my suggestions? Good, bad or not enough changes?
Please, tell me your thoughts and ideas! :)