Update history:Bloons TD 6/Version 38.0: Difference between revisions

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{{cleanup|Balance change notes need rewording and reformatting}}
{{BTD6 update info
{{BTD6 update info
| prev = 37.0
| prev = 37.0
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| changes 3 = *{{buff|Explosions now push back MOAB-Class by 5 units}}
| changes 3 = *{{buff|Explosions now push back MOAB-Class by 5 units}}
| changes 4 tiers = XX4;XX5
| changes 4 tiers = XX4;XX5
| changes 4 = *{{buff|Secondary cluster pierce multiplier increased|×3|×4}}
| changes 4 = *{{buff|name=Secondary Cluster|Pierce multiplier increased|×3|×4}}
| quote 2 tiers = 3xx+
| quote 2 tiers = 3xx+
| quote 3 tiers = xx4;xx5
| quote 3 tiers = xx4;xx5
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| tower = Glue Gunner
| tower = Glue Gunner
| changes 1 tiers = 4XX;5XX
| changes 1 tiers = 4XX;5XX
| changes 1 = *{{nerf|Bloon Liquifier and Bloon Solver will only drop puddles from the first child in the split}}
| changes 1 = *{{nerf|name=Puddle|Now only dropped from the first child from multi-child Bloons}}
*{{nerf|Bloon Liquifier and Bloon Solver puddles no longer hit Camo Bloons innately}}
*{{nerf|name=Puddle|No longer hits Camo Bloons innately}}
| quote 2 = This is not intended to be a significant nerf to the tower’s base game performance so we plan to keep an eye on the change; however the recent top path Glue Gunner changes where duplicating every high level glued Bloon into magnitudes more puddles due to the recurring children multiplication of pre-r80 Bloons. This caused performance issues and effectively broke the game in certain situations so we have limited these puddles to spawn from the first child of glued targets to keep the lategame performance unchanged but hopefully solve the root of this issue in the early game where the main attack is mostly enough to easily deal with all cleanup anyway.
| quote 2 = This is not intended to be a significant nerf to the tower’s base game performance so we plan to keep an eye on the change; however the recent top path Glue Gunner changes where duplicating every high level glued Bloon into magnitudes more puddles due to the recurring children multiplication of pre-r80 Bloons. This caused performance issues and effectively broke the game in certain situations so we have limited these puddles to spawn from the first child of glued targets to keep the lategame performance unchanged but hopefully solve the root of this issue in the early game where the main attack is mostly enough to easily deal with all cleanup anyway.
| changes 2 tiers = XX4
| changes 2 tiers = XX4
| changes 2 = *{{buff|Relentless Glue stun on pop now stuns DDTs & Blue MOABs for 0.25s}}
| changes 2 = *{{buff|name=On-pop stun wave|Now stuns DDTs & Blue MOABs for 0.25s}}
*{{buff|Relentless Glue stun on pop stuns for 1s, also stuns BFBs and ZOMGs|bug=y}}
*{{buff|Relentless Glue stun on pop stuns for 1s, also stuns BFBs and ZOMGs|bug=y}}
| quote 3 = Also adding a little extra bonus for Relentless glue, allowing the stun splats to work on smaller MOABs & DDTs.
| quote 3 = Also adding a little extra bonus for Relentless glue, allowing the stun splats to work on smaller MOABs & DDTs.
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*{{buff|name=Frag|Pierce increased|1|2}}
*{{buff|name=Frag|Pierce increased|1|2}}
| changes 3 tiers = 401+
| changes 3 tiers = 401+
| changes 3 = *{{buff|Long range grants more pierce to planes|+1|+2}}
| changes 3 = *{{buff|name=Plane darts|Bonus pierce increased|+1|+2}}
| quote 1 tiers = 4xx;5xx;x3x+;xx1+
| quote 1 tiers = 4xx;5xx;x3x+;xx1+
}}
}}
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| tower = Dartling Gunner
| tower = Dartling Gunner
| changes 1 tiers = 203
| changes 1 tiers = 203
| changes 1 = *{{buff|Bonus damage to shocked Bloons increased|+1|+2}}
| changes 1 = *{{buff|name=Laser Shock|Bonus damage to shocked Bloons increased|+1|+2}}
*{{buff|name=Laser Shock|DoT damage increased|1|2}}
| quote 1 = We weren’t quite ever able to take Laser Shock in the direction we initially hoped to, and due to this the 203 crosspath has fallen behind in value and overall use, so we are improving some crosspath values here to fix up damage with bottom path Buckshocks
| quote 1 = We weren’t quite ever able to take Laser Shock in the direction we initially hoped to, and due to this the 203 crosspath has fallen behind in value and overall use, so we are improving some crosspath values here to fix up damage with bottom path Buckshocks
| changes 2 tiers = 204
| changes 2 tiers = 204
| changes 2 = *{{buff|Bonus damage to shocked Bloons increased|+1|+3}}
| changes 2 = *{{buff|name=Laser Shock|Bonus damage to shocked Bloons increased|+1|+3}}
*{{buff|name=Laser Shock|DoT damage increased|1|3}}
| changes 3 tiers = 205
| changes 3 tiers = 205
| changes 3 = *{{buff|Bonus damage to shocked Bloons increased|+1|+6}}
| changes 3 = *{{buff|name=Laser Shock|Bonus damage to shocked Bloons increased|+1|+6}}
*{{buff|name=Laser Shock|DoT damage increased|1|6}}
| quote 1 tiers = 2xx;xx3+
| quote 1 tiers = 2xx;xx3+
}}
}}
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| path 2 tier 3 cost after = 3300
| path 2 tier 3 cost after = 3300
| changes 1 tiers = x4x;x5x
| changes 1 tiers = x4x;x5x
| changes 1 = *{{nerf|name=Phoenix|No longer sees Camo innately without the Monkey Sense crosspath}}
| changes 1 = *{{nerf|name=Phoenix|No longer sees Camo innately unless upgraded to Monkey Sense}}
| quote 2 = Middle path T4 Phoenix continues carrying rounds quite well for a long period of the game, as a light nerf here we’re taking away the free camo detection that Phoenix used to get, given the tower has a camo crosspath it could go for to properly inherit this onto the phoenix anyway.
| quote 2 = Middle path T4 Phoenix continues carrying rounds quite well for a long period of the game, as a light nerf here we’re taking away the free camo detection that Phoenix used to get, given the tower has a camo crosspath it could go for to properly inherit this onto the phoenix anyway.
|quote 2 tiers=x4x;x5x
|quote 2 tiers=x4x;x5x
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| tower = Super Monkey
| tower = Super Monkey
| changes 1 tiers = 041+
| changes 1 tiers = 041+
| changes 1 = *{{buff|name=ability|Now knocks back any surviving targets}}
| changes 1 = *{{buff|name=Ability|Now knocks back any surviving targets}}
| quote 1 = We’ve wanted to try out this idea for a while, and finally thought why not. It seemed fun to test with, so we hope people can find some fun use for it in challenges.
| quote 1 = We’ve wanted to try out this idea for a while, and finally thought why not. It seemed fun to test with, so we hope people can find some fun use for it in challenges.
| quote 1 tiers = x4x;x5x;xx1;xx2
| quote 1 tiers = x4x;x5x;xx1;xx2
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| quote 3 = Middle path T4 isn't a very good improvement over the T3 so is getting small improvements to both its offense and cash generation.
| quote 3 = Middle path T4 isn't a very good improvement over the T3 so is getting small improvements to both its offense and cash generation.
| changes 3 tiers = X3X
| changes 3 tiers = X3X
| changes 3 = *{{neutral|Upgrading a crosspathed Druid to x3x changes target prio to strong|fix=y}}
| changes 3 = *{{neutral|Upgrading a crosspathed Druid to x-3-x changes target priority to Strong|fix=y}}
*{{buff|name=Jungle vine|Can no longer grab frozen bloons without popping them|fix=y}}
*{{buff|name=Jungle vine|Can no longer grab frozen bloons without popping them|fix=y}}
| changes 4 tiers = X4X;X5X
| changes 4 tiers = X4X;X5X
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| changes 2 tiers = 501;502
| changes 2 tiers = 501;502
| changes 2 = *{{buff|name=Large explosion|Radius increased|100|133}}
| changes 2 = *{{buff|name=Large explosion|Radius increased|100|133}}
*{{buff|Mini-explosion: blast radius increased|30|40}}
*{{buff|name=Mini-explosion|Blast radius increased|30|40}}
| quote 3 = A flat pierce increase is added on to middle T5’s base attack to reduce crosspath dependency & improve r100 strength.
| quote 3 = A flat pierce increase is added on to middle T5’s base attack to reduce crosspath dependency & improve r100 strength.
| changes 3 tiers = X5X
| changes 3 tiers = X5X
| changes 3 = *{{buff|Pierce increased|5|10|note=Affects both the main attack and the ability's spike piles}}
| changes 3 = *{{buff|name=All attacks|Pierce increased|5|10|note=Affects both the main attack and the ability's spike piles}}
| quote 4 = Finally, we enjoyed the hard hitting nerf to Permaspike’s early game, but admittedly this change didn’t really change much of anything for its endgame power while impacting pre r80 rounds far more, so we’re redoing the nerf into a pure attack speed nerf along with an increased benefit to the start of round rate buff to reduce the necessity in playing slowly with it
| quote 4 = Finally, we enjoyed the hard hitting nerf to Permaspike’s early game, but admittedly this change didn’t really change much of anything for its endgame power while impacting pre r80 rounds far more, so we’re redoing the nerf into a pure attack speed nerf along with an increased benefit to the start of round rate buff to reduce the necessity in playing slowly with it
| changes 4 tiers = xx2;xx3;xx4
| changes 4 tiers = xx2;xx3;xx4
| changes 4 = *{{buff|Start of round attack speed buff duration increased|2.5s|3s}}
| changes 4 = *{{buff|Start-of-round attack speed buff duration increased|2.5s|3s}}
| changes 5 tiers = XX5
| changes 5 tiers = XX5
| changes 5 = *{{buff|Pierce increased|25|50}}
| changes 5 = *{{buff|Pierce increased|25|50}}
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| tower = Monkey Village
| tower = Monkey Village
| changes 1 tiers = XX5
| changes 1 tiers = XX5
| changes 1 = *{{nerf|Base cash amount per round reduced|$2500|$1250}}
| changes 1 = *{{nerf|Base cash amount per round reduced|$2500|$1250|note=One-Farm Monkeyopolis cash generation decreased from $2700 to $1450}}
*{{nerf|[[Half Cash]] now affects cash production|fix=y}}
*{{nerf|[[Half Cash]] now affects cash production|fix=y}}
| quote 1 = As a 1 per player T5 we didn’t mind this being excessively powerful at a base level, however the base level became so powerful people stopped investing into the actual farm sacrificing aspect, so we’re dropping this base value down to not skip massively ahead of the normal farm curve.
| quote 1 = As a 1 per player T5 we didn’t mind this being excessively powerful at a base level, however the base level became so powerful people stopped investing into the actual farm sacrificing aspect, so we’re dropping this base value down to not skip massively ahead of the normal farm curve.
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| path 1 tier 4 cost after = 12500
| path 1 tier 4 cost after = 12500
| changes 1 tiers = X2X
| changes 1 tiers = X2X
| changes 1 = *{{nerf|Adasaurus attack cooldown scale|0.3439|0.3105|note=Max-power attack cooldown increased from 0.5561s to 0.5895s}}
| changes 1 = *{{nerf|name=Adasaurus|Attack cooldown scale|0.3439|0.3105|note=Max-power attack cooldown increased from 0.5561s to 0.5895s}}
*{{nerf|Adasaurus pierce reduced|10|8}}
*{{nerf|name=Adasaurus|Base pierce reduced|10|8}}
*{{nerf|Adasaurus pierce range reduced|15|12|note=Max-power pierce decreased from 25 to 20}}
*{{nerf|name=Adasaurus|Pierce gained from merges reduced|15|12|note=Max-power pierce decreased from 25 to 20}}
| quote 2 = Compared to other T4 Beast Handlers and given the high cost of merging multiple beasts we agreed that the Orca & Megalodon’s total prices were too much more expensive for their somewhat random nature.
| quote 2 = Compared to other T4 Beast Handlers and given the high cost of merging multiple beasts we agreed that the Orca & Megalodon’s total prices were too much more expensive for their somewhat random nature.
| changes 2 tiers = X3X
| changes 2 tiers = X3X
| changes 2 = *{{nerf|Velociraptor raptor attack cooldown scale|0.3951|0.3105|note=Max-power attack cooldown increased from 0.5049s to 0.5895s}}
| changes 2 = *{{nerf|name=Velociraptor|Attack cooldown scale|0.3951|0.3105|note=Max-power attack cooldown increased from 0.5049s to 0.5895s}}
*{{nerf|Velociraptor damage|12|9}}
*{{nerf|name=Velociraptor|Base damage|12|9}}
*{{nerf|Velociraptor damage range|24|18|note=Max-power damage decreased from 36 to 27}}
*{{nerf|name=Velociraptor|Damage gained from merges|24|18|note=Max-power damage decreased from 36 to 27}}
| quote 3 = The lower tiers on middle path Microraptor and Velociraptor are seeing all-round reductions as both have too high a base power and benefit too much from merges, gaining an overall greater attack speed benefit percentage-wise from merges than Trex does.
| quote 3 = The lower tiers on middle path Microraptor and Velociraptor are seeing all-round reductions as both have too high a base power and benefit too much from merges, gaining an overall greater attack speed benefit percentage-wise from merges than Trex does.
| changes 3 tiers = XX5
| changes 3 tiers = XX5
| changes 3 = *{{nerf|Pouakai pierce reduced|300|200}}
| changes 3 = *{{nerf|name=Pouakai|Base pierce reduced|300|200}}
*{{nerf|Pouakai pierce range reduced|400|250|note=Max-power pierce decreased from 700 to 450, middle-power pierce decreased from 500 to 325}}
*{{nerf|name=Pouakai|Pierce gained from merges reduced|400|250|note=Max-power pierce decreased from 700 to 450, middle-power pierce decreased from 500 to 325}}
| quote 4 = Pouakai’s base pierce value was far too high so this along with the merge amount is being taken down.
| quote 4 = Pouakai’s base pierce value was far too high so this along with the merge amount is being taken down.
| quote 2 tiers = 4xx;5xx
| quote 2 tiers = 4xx;5xx