Glaives are heavily focused grouped cleanup with low damage but high target count, however this scales poorly into MOABs & lategame so we’re reworking Ricochet to a much cheaper but weaker starting cleanup with MOAR staying a significant upgrade over this. As Glaive Lord is a more heavily concentrated version of the previous tiers we are increasing its bounce distance to a map wide ricochet and increasing the orbital attack consistency. — Update notes
Inferno Ring didn’t need the pierce reduction that was last applied to Ring of Fire so we’re adding this back. The recent ability crosspathing for Tack Shooter was fun but feels too lopsided as pierce concerns are very niche on Maelstrom, instead we want to shift this entire focus around for top path to be the rate crosspath for more damage in a shorter amount of time and leaving bottom mainly about greater overall uptime. — Update notes
Bloon Liquifier is not a great save-up into Bloon Solver, so buffing its puddles. Glue Storm is fantastic now however buildup tiers into it feel they serve little point at all, we're shifting price out of Glue Soak into MOAB Glue and from Glue Hose into Glue Strike so these weaker upgrades can come by sooner. Super Glue isn’t a big upgrade to Relentless Glue for the high cost so we're setting it at a different price point to other similar role towers, but also hitting it with a larger full rework of number shuffling, with more of the damage it deals coming from the DoT rather than the initial impact making it easier for DoT to self-trigger glue explosions and act as a buff to the 205 crosspath along with the base pierce of the glue explosions being higher. — Update notes
Sniper Monkey has some very powerful upgrades but also many poor stepping stones. We felt this tower needed a big price shuffle all around, pushing down the cost of many underwhelming upgrades but returning this back into stronger upgrades. — Update notes
We have come back a number of times to add, fix & balance sub crosspathing, over years of learning though it currently feels messy and we’d like simplification. Heat-Tipped Darts doesn’t increase base sub pierce, so it feels silly to require it for maximum pierce on Submerged subs. Likewise Airburst shouldn’t be required to maximize the rate of submerged subs, instead we’d rather give people an easier way to work with the Airburst attack if they desire to upgrade to it so ‘Submerge’ is moving to a new Tower Special rather than target priority. Ballistic Missiles always had excessive pierce for what it is, so this is being cut back on. — Update notes
Aircraft Carrier has many problems in general and we could write multiple paragraphs about what went on with the decision making on this one upgrade but tldr; overhauling the feel with a big shuffle around of stats and greatly improved targeting to make the tower far more enjoyable & reliable. As noted earlier, Middle Path was identified as not having weakness to justify the power and is seeing changes related to that. — Update notes
Sky Shredder somewhat justifies its power as one of the very best towers in the game, although everything at this level is a bit too cheap. Exploding pineapples gained a larger rate bonus from crosspathing than the main attack did to make up for its base rate being so poor, so we’re fixing that poor base rate while keeping the crosspath bonus the same. Centered Path these days adds a lot more potential power to Ace than before and we are moving price down into it from Neva-Miss. Neva-Miss itself is too fun and cool to be lost completely on the very next upgrade so it’s coming back to Spectre as an additional attack, as this main attack is back again 204 no longer needs to give an additional conflicting crosspath benefit. Finally, the Doomship continues to outperform all other paragon significantly enough even for the much higher price that we feel the need to slightly increase the ability cooldown - although the new buff from sub paragon lowers this back down to exactly 45 again anyway. — Update notes
Pursuit will now interact with Patrol Points in a limited ‘pursuit between points’, with this now you will be able to make your pursuit heli stay on one side on multi-path maps without getting stuck in the middle. Razor Rotors is fairly good now, but it could still justify a little more power given the weaknesses of the expensive upgrades that it builds into. — Update notes
Such a heavily explosive based tower upgrade to ignore its explosive weakness on every path didn’t sit right, some of the Normal damage type on top path is now trading in to make it stronger in other ways. BAD/Boss damage was used to help prevent middle path falling flat against strong single targets - but the more recent rework did farr better at bringing great power to this path so we’re cutting back on those bonuses again now. Signal flare is too effective a cheap full map de-camo though a little unreliable due to the lower rate & low radius of de-camo, cost is increasing a little but also with greater radius for the de-camo area to improve reliability and a power buff at Shattering Shells for there to be more of a reason to path through Signal Flare rather than stop at it. — Update notes
Laser Cannon is not a great stepping stone for Plasma Accelerator, we think these are ok though so adjusting prices between them slightly. Focussed Firing feels too important for Rocket Storm with how wide the base spread is for the ability, so we’re improving base spread significantly. — Update notes
Dragon’s Breath is too much of an early powerhouse right now, as the DoT doesn’t care for high rate we’re reducing that rate, but slightly reducing the cost of Phoenix as well. Magus currently has higher single target on the drain beam than the main spike attack at degree 1, the intended mechanical functionality of this tower prevents drain beam being left active at all times, and we also don’t want players to stay on drain mode all the time so we are shifting power levels around a little to give these attacks the same overall degree 1 single target power. — Update notes
We weren't sure we’d see the day but the bottom crosspath is now quite used on all Supers, especially so it seems to make Robo Monkey very powerful currently so to address a few different concerns on Super Monkey we’re moving costs from top to middle crosspath — Update notes
Flash Bomb has pierce too excessive for Shinobi Tactics to do anything for it but then lacks any actual damage output, so this high pierce is trading in for greater damage. Master Bomber’s MOAB stun was not changed when Flashbomb stun duration was previously increased, so it is now increasing to match — Update notes
Acidic Mixture Dip is a strong offender removing many weaknesses in the game for exceptionally low of a cost. Acid Pools only adds anything to the tower when there are no Bloons around, so we’re making it a hybrid that benefits somewhat from this upgrade even while attacking normally. — Update notes
Hard Thorns is useful and often taken for crosspath even if not going for 2xx as lightning is comparatively very expensive for what it offers so moving Thunder’s cost out into both the surrounding upgrades. — Update notes
Bloontrap now divides the base value of absorbed Bloons between all players when collected, any extra multiplied value is fully granted to the owner of the Bloontrap
Note: Overall buff for co-operative gameplay, a nerf to the Bloon Trap user
Megalodon’s maximum time to drag MOABs to the depths was higher than at T4 given that it now has to account for grabbing BADs, we’ve now separated this out for a separate max time for BADs and reduced drag time for other MOABs to match the T4 again - along with much stronger & faster thrash knockbacks. T-Rex has been generally too strong while still sitting in a spot we like in terms of gameplay so we have slightly reduced damage and pierce. Bottom path birds up to T3 are also just a little too good for the cost and are all going up about 5% with Condor’s price being reduced to compensate. — Update notes
There’s very few places to obtain ‘percentage pierce’, and looking at it we feel like this is something that really does fit where Striker’s Explosives Expert could improve on for everyone, not just Bomb Shooters - especially given that this buff would be quite significant for Mortars and never previously applied for them, or maybe even encourage Striker in niche strategies that don’t need these towers. — Update notes
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Levels
Changes
All
Placement cost reduced ― $750 → $700
8
+5% range buff to Bomb Shooters in range now applies to all towers in range
Lv8 buff to Bomb Shooters in range gain +25% pierce now applies to any towers in range
Note: Due to a bug the above changes only applied to level 8 and not to higher levels
While powerful, Obyn's Totem can be quite unreliable so we’re reducing that inconsistency by allowing more totems to exist at one time and preventing them targeting inactive lanes. Previously Obyn attempted to help Tornadoes against MOABs with a damage bonus, as we’ve now decided the best way to make them better against MOABs is simply to not target them this buff no longer serves a purpose, so it is instead being replaced with a rate buff to Tornadoes. Finally as Wall of Trees is one of the longer cooldowns in the game and lacks as much of a punch as other hero abilities we’re buffing that cooldown a fair amount with the level 20 upgrade. — Update notes
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Levels
Changes
4+
Nature’s Ward totem max number summoned increased ― 1 → 5
Nature’s Ward totem set to only target paths with active Bloons
9+
Obyn no longer grants +1 MOAB-class damage to tornadoes
Obyn instead reduces Tornado attack cooldown by 30%
We feel the higher level of complexity of Geraldo (along with simply much greater effort required to produce heroes like this) places him up on an elite tier of heroes we don’t necessarily want players to jump right into before learning the game more, as we previously announced at the end of last year his unlock cost is now being increased to reflect this. A number of Gerry’s items are also being tweaked here along with a base placement cost increase as he is also overperforming in a number of ways compared to other heroes. — Update notes
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Levels
Changes
All
Placement cost increased ― $700 → $750
Increased Geraldo's MM unlock cost from ― 5,000 → 7,000
We all knew Corvus would have to come down, he’ll most likely still need some further tweaks after this but we want to settle him in slowly and not overnerf things too much - as he deserves to keep a high ranking spot among the heroes. — Update notes
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Levels
Changes
1+
Haunt: Can no longer target Golden Bloons (bug fix)
Spirit: No longer grants range to Advanced Intel (bug fix)
Leveling up from 3 to 4 takes about the same amount of experience as 1 to 3, so stacking this Knowledge & Relic together without any diminishing effect was quite silly given these both apply flat levels ignorant of any actual XP requirement
Much requested, Apopalypse Mode now grants end of round cash. We’ve agreed that start strategies feel too limited, especially on harder maps, so this is intended to bring more variety back to the mode. — Update notes
Sublime New Year Update! • Deploy arrays of high yield missiles or harness the true power of the Bloontonium Core with the Monkey Sub Paragon, Nautic Siege Core! • Broil the Bloons on new[sic]Intermediatemap, Sulfur Springs! • Team up against any Boss on any Map with Co-opBoss Challenge! • New Map Editor props, paths, areas and functionality. • Plus new Quests, Trophy Store items, Quality of Life improvements, and balance changes.
The update notes refer to Sulfur Springs as "Sulphur Springs".
The update notes erroneously list /ShowIncomplete and /Show filters in the section about the map search feature. /ShowIncomplete is likely supposed to be /Incomplete, and /Show is likely supposed to be /Complete.
The update notes list "Removed Herobrine" under bug fixes and general changes. This is a reference to update notes for Minecraft, which often list "Removed Herobrine" as a joke.
Ninja Kiwi makes a note in their update notes that they would intend to rebalance towers based on tower weaknesses, which they state improves balancing of the game.[3]
To avoid going into the same detail each time it comes up, some of the real meaning of camo & damage-types along with the value of many tower synergies/combinations has been lost with the growing number of towers that have high power but very few weaknesses in spite of this. We are making efforts to either scale back on excessive power as needed, or bring back some of those weaknesses to justify higher power levels. We think these capability tradeoffs are central to strategic planning and combinations, so we’ll continue to look at balance in this area.