Update history:Bloons TD 6/Version 39.0: Difference between revisions

bug fixes
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{{cleanup|Add the "name" parameter stuff and general cleanup}}
{{BTD6 update info
{{BTD6 update info
| prev = 38.0
| prev = 38.0
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==== [[Team Flair]] ====
==== [[Team Flair]] ====
{{BTD6 team store item list by introduced|39.0}}
{{BTD6 team flair list|introduced=39.0}}


== General Changes and Bug Fixes ==
== General Changes and Bug Fixes ==
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| version = 39.0
| version = 39.0
| quote = Updated Boss Rules panel to reflect design changes
| quote = Updated Boss Rules panel to reflect design changes
| changes = *{{buff|Boss Event and CT Boss default Penalty Time changed|10s|10 + round number * 0.25}}
| changes = *{{nerf|Boss Event and CT Boss default Penalty Time changed|10s|10 + round number * 0.25}}
*{{nerf|While Penalty time is counting in Boss Events and CT Boss, cash generating abilities will stop cooling down|note=This will also occur in unranked Boss Events despite the absence of the penalty timer}}
*{{buff|While Penalty time is counting in Boss Events and CT Boss, cash generating abilities will stop cooling down|note=This will also occur in unranked Boss Events despite the absence of the penalty timer}}
| names = Boss Bloon Event;Contested Territory
| names = Boss Bloon Event;Contested Territory
}}
}}
{{BTD6 changes
{{BTD6 changes
| version = 39.0
| version = 39.0
| changes = *{{buff|Resolved an issue with low damage numbers not performing calculations correctly against exceptionally healthy targets (Bosses)|fix=y}}
| changes = *{{nerf|Resolved an issue with low damage numbers not performing calculations correctly against exceptionally healthy targets (Bosses)|fix=y}}
| names = Boss Bloon Event
| names = Boss Bloon Event
}}{{BTD6 changes
}}{{BTD6 changes
Line 65: Line 66:
}}{{BTD6 changes
}}{{BTD6 changes
| version = 39.0
| version = 39.0
| changes = *{{buff|Damage counters should count again for attacks against Bloonarius spawns & Lych Zombie Bloons|fix=y}}
| changes = *{{nerf|Damage counters should count again for attacks against Bloonarius spawns & Lych Zombie Bloons|fix=y}}
| names = Bloonarius;Lych
| names = Bloonarius;Lych
}}{{BTD6 changes
}}{{BTD6 changes
| version = 39.0
| version = 39.0
| changes = *{{buff|Resolved an issue where subtowers did not correctly track damage done to Dreadbloon/Phayze shields|fix=y}}
| changes = *{{nerf|Resolved an issue where subtowers did not correctly track damage done to Dreadbloon/Phayze shields|fix=y}}
| names = Dreadbloon;Phayze
| names = Dreadbloon;Phayze
}}{{BTD6 changes
}}{{BTD6 changes
| version = 39.0
| version = 39.0
| changes = *{{change|Resolved an issue where Phayze could trigger additional skull events on loading a save|fix=y}}
| changes = *{{nerf|Resolved an issue where Phayze could trigger additional skull events on loading a save|fix=y}}
| names = Phayze
| names = Phayze
}}
}}


* Resolved an issue with very specific Boss HP values in 3 player co-op causing bosses to become invincible
* Resolved an issue with very specific Boss HP values in 3 player co-op causing bosses to become invincible
* Probably resolved some unknown boss co-op crash
* Probably resolved some unknown boss co-op crash


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=== Map fixes ===
=== Map fixes ===
 
{{research|Describe how exactly the first page of Beginner difficulty has been changed}}
* Changed up some of the maps displayed on the first page of Beginner Difficulty for some different colors
* The first page of Beginner Difficulty has now been rearranged


==== [[Skates]] ====
==== [[Skates]] ====
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* Interacting with an upgrade ready to unlock will now select that upgrade when opening the upgrade screen
* Interacting with an upgrade ready to unlock will now select that upgrade when opening the upgrade screen
* Community button added to the Map Selection page
* Community button added to the Map Selection page
There are a ton of massive bug fixes please check out Ninja Kiwi's [https://www.reddit.com/r/btd6/comments/1746jpn/update_bloons_td_6_v390_update_notes/ Reddit post] for more information.


== Towers ==
== Towers ==
Line 166: Line 164:
=== [[Ice Monkey (BTD6)|Ice Monkey]] ===
=== [[Ice Monkey (BTD6)|Ice Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = We’re happier with more recent freeze changes succeeding in some of the intentions of older nerfs, given the base tower value in races being hit far more than intended we’re going back over the pierce for Ice Monkey base & middle crosspath. Snowstorm continues to outshine any similar supportive options while being generally cheaper & more versatile.
| quote 1 = We’re happier with more recent freeze changes succeeding in some of the intentions of older nerfs, given the base tower value in races being hit far more than intended we’re going back over the pierce for Ice Monkey base & middle crosspath. Snowstorm continues to outshine any similar supportive options while being generally cheaper & more versatile.
| version = 39.0
| version = 39.0
| tower = Ice Monkey
| tower = Ice Monkey
| tiers 1 = 000,1XX,2XX,X1X,XX1,XX2,3XX,4XX,5XX,XX3,XX4,XX5
| changes 1 tiers = 000;1XX+;X1X;XX1+
| changes 1 = *{{buff|Pierce increased|30|40}}
| changes 1 = *{{buff|Pierce increased|30|40}}
| quote 1 = Snowstorm continues to outshine any similar supportive options while being generally cheaper & more versatile.
| changes 2 tiers = x2xc;X3X;X4X
| tiers 2 = X2X,X3X,X4X,120,220,320,420,520,021,022,023,024,025
| changes 2 = *{{buff|Pierce increased|40|45}}
| changes 2 = *{{buff|Pierce increased|40|45}}
| quote 2 = We’re happier with more recent freeze changes succeeding in some of the intentions of older nerfs, given the base tower value in races being hit far more than intended we’re going back over the pierce for Ice Monkey base & middle crosspath.
| quote 2 = We’re happier with more recent freeze changes succeeding in some of the intentions of older nerfs, given the base tower value in races being hit far more than intended we’re going back over the pierce for Ice Monkey base & middle crosspath.
Line 180: Line 177:
| path 2 tier 5 cost after = 19200
| path 2 tier 5 cost after = 19200
| quote 1 tiers = x4x
| quote 1 tiers = x4x
| quote 2 tiers = 000,1XX,2XX,X1X,XX1,XX2,3XX,4XX,5XX,XX3,XX4,XX5,X2X,X3X,X4X,120,220,320,420,520,021,022,023,024,025
| quote 2 tiers = 000;1XX+;x2x;x3x;xx1+
}}
}}


=== [[Glue Gunner (BTD6)|Glue Gunner]] ===
=== [[Glue Gunner (BTD6)|Glue Gunner]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = Small stepping stone buff on top path Dissolver as top glue is quite limited until 4th tier. Glue Strike for the longest time has had crosspath that only technically grants separate intended use cases, this choice though felt too niche and janky so that crosspath requirement is being completely reworked to allow the ability to hit MOABs regardless of crosspath. Glue Strike will instead work around the standard glue crosspathing benefits of more layers or longer duration.
| quote 1 = Glue Strike for the longest time has had crosspath that only technically grants separate intended use cases, this choice though felt too niche and janky so that crosspath requirement is being completely reworked to allow the ability to hit MOABs regardless of crosspath. Glue Strike will instead work around the standard glue crosspathing benefits of more layers or longer duration.
| version = 39.0
| version = 39.0
| tower = Glue Gunner
| tower = Glue Gunner
| tiers 1 = 3XX
| changes 1 tiers = 3XX
| changes 1 = *{{buff|Bloon Dissolver tick rate increased|0.575s|0.5s}}
| changes 1 = *{{buff|DoT tick rate increased|0.575s|0.5s}}
| quote 1 = Small stepping stone buff on top path Dissolver as top glue is quite limited until 4th tier.
| quote 2 = Small stepping stone buff on top path Dissolver as top glue is quite limited until 4th tier.
| tiers 2 = X4X
| changes 2 tiers = X4X
| changes 2 = *{{nerf|Glue Strike ability layers glued|6|3|note=Does not affect debuff layer soak, which remains 6 (all with 1+-4-0)}}
| changes 2 = *{{nerf|name=Ability|Layers glued decreased|6|3|note=Does not affect debuff layer soak, which remains 6}}<!--140 didn't reqlly do full debuff soak...-->
| quote 2 = Glue Strike for the longest time has had crosspath that only technically grants separate intended use cases, this choice though felt too niche and janky so that crosspath requirement is being completely reworked to allow the ability to hit MOABs regardless of crosspath. Glue Strike will instead work around the standard glue crosspathing benefits of more layers or longer duration.
| changes 3 tiers = X4X;X5X
| tiers 3 = X4X,X5X
| changes 3 = *{{buff|name=Ability|Now can now hit MOAB-Class Bloons without needing Corrosive Glue}}
| changes 3 = *{{buff| Ability can now hit MOAB-Class Bloons without needing Corrosive Glue}}
| changes 4 tiers = X5X
| tiers 4 = X5X
| changes 4 = *{{nerf|name=Ability|Layers glued decreased|9|3|note=Does not affect debuff layer soak, which remains 6 (all with 1+-5-0)}}
| changes 4 = *{{nerf|Glue Storm ability layers glued|9|3|note=Does not affect debuff layer soak, which remains 6 (all with 1+-5-0)}}
*{{buff|name=Ability|"Storm" attack cooldown reduced|2s|1s}}
*{{buff|Glue Storm ability attack cooldown reduced|2s|1s}}
| changes 5 tiers = 140+
| tiers 5 = 140,150
| changes 5 = *{{buff|name=Ability|Layers glued increased|3|Infinite}}
| changes 5 = *{{buff|Glue Soak crosspath layers glued|3|Infinite}}
| quote 1 tiers = x4x;x5x
| quote 1 tiers = 3xx
| quote 2 tiers = 3xx
| quote 2 tiers = x4x,x5x
}}
}}


=== [[Monkey Sub (BTD6)|Monkey Sub]] ===
=== [[Monkey Sub (BTD6)|Monkey Sub]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = The use of Pre-emptive with power mostly limited to damage only to top-layer leaves it in a small niche that can’t totally function on its own, so we’re slightly improving its ceramic cleanup and lowering the upgrade cost to allow more leeway for combinations to pair with it.
| version = 39.0
| version = 39.0
| tower = Monkey Sub
| tower = Monkey Sub
| path 2 tier 5 cost before = 32000
| path 2 tier 5 cost before = 32000
| path 2 tier 5 cost after = 29000
| path 2 tier 5 cost after = 29000
| tiers 1 = X5X
| changes 1 tiers = X5X
| changes 1 = *{{buff| Pre-Emptive Strike missile bonus to Ceramic increased|+15|+20}}
| changes 1 = *{{buff|name=Ballistic Missile|Bonus damage to Ceramic increased|+15|+20}}
| quote 1 = The use of Pre-emptive with power mostly limited to damage only to top-layer leaves it in a small niche that can’t totally function on its own, so we’re slightly improving its ceramic cleanup and lowering the upgrade cost to allow more leeway for combinations to pair with it.
| quote 1 = The use of Pre-emptive with power mostly limited to damage only to top-layer leaves it in a small niche that can’t totally function on its own, so we’re slightly improving its ceramic cleanup and lowering the upgrade cost to allow more leeway for combinations to pair with it.
| quote 1 tiers = x5x
| quote 1 tiers = x5x
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| version = 39.0
| version = 39.0
| tower = Monkey Buccaneer
| tower = Monkey Buccaneer
| tiers 1 = XX4,XX5,Paragon
| changes 1 tiers = XX4;XX5;Paragon
| changes 1 = *{{nerf|Favored Trades buff no longer affects Paragon upgrades|fix=y}}
| changes 1 = *{{nerf|name=Favored Trades buff|No longer affects Paragon upgrades|fix=y}}
| tiers 2 = 4XX,5XX
| changes 2 tiers = 4XX;5XX
| changes 2 = *{{buff|Resolved some issues with Aircraft Carrier planes being blocked from spawning on Water Park|fix=y}}
| changes 2 = *{{buff|Resolved some issues with Aircraft Carrier planes being blocked from spawning on Water Park|fix=y}}
}}
}}


=== [[Monkey Ace (BTD6)|Monkey Ace]] ===
=== [[Monkey Ace (BTD6)|Monkey Ace]] ===
{{BTD6 tower changes|version=39.0|tower=Monkey Ace|changes 1=*{{nerf|Spectre and Flying Fortress can no longer ignore Phayze’s camo immunity when under Radar Scanner|fix=y}}|tiers 1=XX4,XX5}}
{{BTD6 tower changes|version=39.0|tower=Monkey Ace|changes 1=*{{nerf|Spectre and Flying Fortress can no longer ignore Phayze’s camo immunity when under Radar Scanner|fix=y}}|changes 1 tiers=XX4;XX5}}


=== [[Heli Pilot (BTD6)|Heli Pilot]] ===
=== [[Heli Pilot (BTD6)|Heli Pilot]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = Support Chinook struggles to do anything with its main attack due to the projectile spawn offset changing at this tier, so we’re slightly tweaking the main attack to assist it here. While the state of Comanche Defense has come a good way, xx5 still feels too expensive for what it offers.
| quote 1 = Support Chinook struggles to do anything with its main attack due to the projectile spawn offset changing at this tier, so we’re slightly tweaking the main attack to assist it here. While the state of Comanche Defense has come a good way, xx5 still feels too expensive for what it offers.
| version = 39.0
| version = 39.0
| tower = Heli Pilot
| tower = Heli Pilot
| path 3 tier 5 cost before = 35000
| path 3 tier 5 cost before = 35000
| path 3 tier 5 cost after = 32000
| path 3 tier 5 cost after = 32000
| changes 1 = *{{buff|Projectile size increased|3|6}}
| changes 1 = *{{buff|name=Dart|Projectile size increased|3|6}}
*{{buff|Damage increased|1|2}}
*{{buff|name=Dart|Damage increased|1|2}}
*Note: These buffs are considered nerfs to stalling
*Note: These buffs are considered nerfs to stalling
| quote 1 = Support Chinook struggles to do anything with its main attack due to the projectile spawn offset changing at this tier, so we’re slightly tweaking the main attack to assist it here.
| quote 2 = Support Chinook struggles to do anything with its main attack due to the projectile spawn offset changing at this tier, so we’re slightly tweaking the main attack to assist it here.
| quote 2 = While the state of Comanche Defense has come a good way, xx5 still feels too expensive for what it offers.
| quote 3 = While the state of Comanche Defense has come a good way, xx5 still feels too expensive for what it offers.
| tiers 1 = X4X,X5X
| changes 1 tiers = X4X;X5X
| quote 1 tiers = x4x,x5x
| quote 2 tiers = x4x;x5x
| quote 2 tiers = xx5
| quote 3 tiers = xx5
}}
}}


=== [[Mortar Monkey (BTD6)|Mortar Monkey]] ===
=== [[Mortar Monkey (BTD6)|Mortar Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = We’re looking to shakeup mortar in a couple small ways this update, along with Striker Jones changes noted further on for ‘multi-mortaring’ synergy. From the base level Mortar has far more pierce than should ever be necessary at low rounds but doesn’t hit beefy enough for the low fire rate, so we are trading up some base pierce for damage, instead moving this lost pierce up into crosspath. To reduce the great feeling of loss that some players feel when upgrading to Pop and Awe & losing their Artillery Battery ability, this upgrade is seeing a stat rework that considers Artillery Battery as now always active at T5 instead of pumping up the damage numbers.
| version = 39.0
| version = 39.0
| tower = Mortar Monkey
| tower = Mortar Monkey
| tiers 1 = 000,X1X,X2X,X3X,X4X,X5X,XX1,XX2,XX3,XX4,XX5,1XX
| changes 1 tiers = 000;1xx;x1x+;xx1+
| changes 1 = *{{buff|Mortar Monkey damage increased|1|2}}
| changes 1 = *{{buff|name=Explosion<!--needed bc burny exists-->|Damage increased|1|2}}
| quote 1 = We’re looking to shakeup mortar in a couple small ways this update, along with Striker Jones changes noted further on for ‘multi-mortaring’ synergy. From the base level Mortar has far more pierce than should ever be necessary at low rounds but doesn’t hit beefy enough for the low fire rate, so we are trading up some base pierce for damage, instead moving this lost pierce up into crosspath.
| changes 2 tiers = 000;X1X+;XX1+
| tiers 2 = 000,X1X,X2X,X3X,X4X,X5X,XX1,XX2,XX3,XX4,XX5
| changes 2 = *{{nerf|name=Explosion<!--needed bc burny exists-->|Pierce reduced|40|25|note=Bigger Blast and its subsequent upgrades unchanged}}
| changes 2 = *{{nerf|Mortar Monkey pierce reduced|40|25|note=Bigger Blast and its subsequent upgrades unchanged}}
| changes 3 tiers = 2XX;3XX
| quote 2 = To reduce the great feeling of loss that some players feel when upgrading to Pop and Awe & losing their Artillery Battery ability, this upgrade is seeing a stat rework that considers Artillery Battery as now always active at T5 instead of pumping up the damage numbers.
| changes 3 = *{{buff|name=Explosion<!--needed bc burny exists-->|Damage increased|2|3|note=Shockwaves from Shell Shock and above unchanged, and The Big One and above unchanged}}
| tiers 3 = 2XX,3XX
| changes 4 tiers = X5X
| changes 3 = *{{buff|Bloon Buster damage increased|2|3|note=Shockwaves from Shell Shock and above unchanged, and The Big One and above unchanged}}
| changes 4 = *{{buff|name=Explosion|Main attack explosion radius increased|20|23}}
| tiers 4 = X5X
*{{buff|name=Explosion|attack cooldown delay reduced|0.27s|0.0675s}}
| changes 4 = *{{buff|Pop and Awe main attack explosion radius increased|20|23}}
*{{nerf|name=Explosion|bonus Ceramic damage reduced|+12|+3}}
*{{buff|Pop and Awe attack cooldown delay reduced|0.27s|0.0675s}}
*{{nerf|name=Explosion|bonus Lead damage reduced|+4|+1}}
*{{nerf|Pop and Awe bonus Ceramic damage reduced|+12|+3}}
*{{nerf|name=Explosion|bonus Fortified damage reduced|+4|+1}}
*{{nerf|Pop and Awe bonus Lead damage reduced|+4|+1}}
*{{nerf|name=Explosion|bonus MOAB damage reduced|+4|+1}}
*{{nerf|Pop and Awe bonus Fortified damage reduced|+4|+1}}
| changes 5 tiers = X3X+
*{{nerf|Pop and Awe bonus MOAB damage reduced|+4|+1}}
| changes 5 = *{{buff|name=Explosion|Lead/Mortar/Fortified bonuses should all stack their bonuses on single targets|fix=y}}
| tiers 5 = X3X,X4X,X5X
| changes 6 tiers = XX3+
| changes 5 = *{{buff|Lead/Mortar/Fortified bonuses should all stack their bonuses on single targets|fix=y}}
| changes 6 = *{{nerf|name=Decamo explosion|Pierce reduced|80|50|note=Bigger Blasts crosspath remains at 90 pierce|undoc=y}}
| tiers 6 = XX3,XX4,XX5
| quote 1 = We’re looking to shakeup mortar in a couple small ways this update, along with [[Striker Jones (BTD6)|Striker Jones]] changes noted further on for ‘multi-mortaring’ synergy. From the base level Mortar has far more pierce than should ever be necessary at low rounds but doesn’t hit beefy enough for the low fire rate, so we are trading up some base pierce for damage, instead moving this lost pierce up into crosspath. To reduce the great feeling of loss that some players feel when upgrading to Pop and Awe & losing their Artillery Battery ability, this upgrade is seeing a stat rework that considers Artillery Battery as now always active at T5 instead of pumping up the damage numbers.
| changes 6 = *{{nerf|Decamo explosion pierce reduced|80|50|note=Bigger Blasts crosspath remains at 90 pierce|undoc=y}}
| quote 2 = We’re looking to shakeup mortar in a couple small ways this update, along with [[Striker Jones (BTD6)|Striker Jones]] changes noted further on for ‘multi-mortaring’ synergy. From the base level Mortar has far more pierce than should ever be necessary at low rounds but doesn’t hit beefy enough for the low fire rate, so we are trading up some base pierce for damage, instead moving this lost pierce up into crosspath.
| quote 1 tiers = 000,X1X,X2X,X3X,X4X,X5X,XX1,XX2,XX3,XX4,XX5,1XX,2xx,3xx
|quote 1 tiers=x5x
| quote 2 tiers = x5x
|quote 2 tiers=000;1xx;2xx;3xx;x1x;x2x;x3x;x4x;xx1+
}}
}}


=== [[Dartling Gunner (BTD6)|Dartling Gunner]] ===
=== [[Dartling Gunner (BTD6)|Dartling Gunner]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = Much more of the potential power from this path is obtained at the T4 than the x3x, leaving Hydra Rockets as a mediocre save-up, so more price is shifting up from T3 into T4.
| version = 39.0
| version = 39.0
| tower = Dartling Gunner
| tower = Dartling Gunner
Line 286: Line 279:
| path 2 tier 4 cost after = 5550
| path 2 tier 4 cost after = 5550
| quote 1 = Much more of the potential power from this path is obtained at the T4 than the x3x, leaving Hydra Rockets as a mediocre save-up, so more price is shifting up from T3 into T4.
| quote 1 = Much more of the potential power from this path is obtained at the T4 than the x3x, leaving Hydra Rockets as a mediocre save-up, so more price is shifting up from T3 into T4.
| quote 1 tiers = x3x,x4x
| quote 1 tiers = x3x;x4x
}}
}}


=== [[Wizard Monkey (BTD6)|Wizard Monkey]] ===
=== [[Wizard Monkey (BTD6)|Wizard Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = We set up for this Wall of Fire change quite a while ago, however finally it feels that Wall of Fire has cooled off enough to smooth out the curve a little more, granting it seamless uptime with crosspathing and a lower price tag. Summon Phoenix price is increasing more along with a larger reduction in cost to the Wizard Lord Phoenix, however Phoenix will now also be able to gain seeking frontal breath attacks with Guided Magic crosspathing. Shimmer’s range/radius values are being adjusted to match the attack trigger area to the tower’s range but with a far larger radius on the actual effect once it is triggered, this reduces inconsistency where Shimmer would often hit only first camo target to enter radius then be stuck on long cooldown. As targeting improvements for Necromancer zombie spawns feel well ironed out now and deal with the old problem that increasing range used to have at T5 we’re bringing back the much larger range on Prince of Darkness which will now also benefit from these Shimmer changes.
 
| version = 39.0
| version = 39.0
| tower = Wizard Monkey
| tower = Wizard Monkey
Line 300: Line 293:
| path 2 tier 5 cost before = 52500
| path 2 tier 5 cost before = 52500
| path 2 tier 5 cost after = 50000
| path 2 tier 5 cost after = 50000
| tiers 1 = 120,130,140,150,220,320,420,520
| changes 1 tiers = 120+
| changes 1 = *{{buff|Wall of Fire: duration increased|5.5s|6.5s}}
| changes 1 = *{{buff|name=Wall of Fire|Duration increased|5.5s|6.5s}}
| quote 1 = We set up for this Wall of Fire change quite a while ago, however finally it feels that Wall of Fire has cooled off enough to smooth out the curve a little more, granting it seamless uptime with crosspathing and a lower price tag.
| changes 2 tiers = 140+
| tiers 2 = 140,150
| changes 2 = *{{buff|name=Phoenix – Flame|Guided Magic crosspath now grants light seeking to the Phoenix flames}}
| changes 2 = *{{buff|Guided Magic crosspath grants Phoenix light seeking}}
| changes 3 tiers = X5X
| quote 2 = Summon Phoenix price is increasing more along with a larger reduction in cost to the Wizard Lord Phoenix, however Phoenix will now also be able to gain seeking frontal breath attacks with Guided Magic crosspathing.
| changes 3 = *{{nerf|name=Lava Phoenix – Meteor|pierce reduced|500|300}}
| tiers 3 = X5X
| changes 4 tiers = XX3+
| changes 3 = *{{nerf|Wizard Lord Phoenix radial attack pierce reduced|500|300}}
| changes 4 = *{{nerf|name=Shimmer|Targeting range now matches tower range|80|60}}
| quote 3 = Shimmer’s range/radius values are being adjusted to match the attack trigger area to the tower’s range but with a far larger radius on the actual effect once it is triggered, this reduces inconsistency where Shimmer would often hit only first camo target to enter radius then be stuck on long cooldown.
*{{buff|name=Shimmer|Effect radius set to 25% more than tower range|70|75}}
| tiers 4 = XX3,XX4,XX5
| changes 5 tiers = XX5
| changes 4 = *{{neutral|Shimmer de-camo pulse range now matches tower range|80|60}}
| changes 5 = *{{buff|Range increased|60|80}}
*{{buff|Shimmer de-camo pulse radius set to 25% more than tower range|70|75}}
| quote 1 = We set up for this Wall of Fire change quite a while ago, however finally it feels that Wall of Fire has cooled off enough to smooth out the curve a little more, granting it seamless uptime with crosspathing and a lower price tag. Summon Phoenix price is increasing more along with a larger reduction in cost to the Wizard Lord Phoenix, however Phoenix will now also be able to gain seeking frontal breath attacks with Guided Magic crosspathing. Shimmer’s range/radius values are being adjusted to match the attack trigger area to the tower’s range but with a far larger radius on the actual effect once it is triggered, this reduces inconsistency where Shimmer would often hit only first camo target to enter radius then be stuck on long cooldown. As targeting improvements for Necromancer zombie spawns feel well ironed out now and deal with the old problem that increasing range used to have at T5 we’re bringing back the much larger range on Prince of Darkness which will now also benefit from these Shimmer changes.
| quote 4 = As targeting improvements for Necromancer zombie spawns feel well ironed out now and deal with the old problem that increasing range used to have at T5 we’re bringing back the much larger range on Prince of Darkness which will now also benefit from these Shimmer changes.
|quote 2=We set up for this Wall of Fire change quite a while ago, however finally it feels that Wall of Fire has cooled off enough to smooth out the curve a little more, granting it seamless uptime with crosspathing and a lower price tag. Summon Phoenix price is increasing more along with a larger reduction in cost to the Wizard Lord Phoenix, however Phoenix will now also be able to gain seeking frontal breath attacks with Guided Magic crosspathing.
| tiers 5 = XX5
|quote 2 tiers=x4x;x5x
| changes 5 = *{{buff|Prince of Darkness range increased|60|80}}
|quote 3=We set up for this Wall of Fire change quite a while ago, however finally it feels that Wall of Fire has cooled off enough to smooth out the curve a little more, granting it seamless uptime with crosspathing and a lower price tag.
| quote 1 tiers = x2x,120,220,320,420,520,130,140,150
|quote 3 tiers=1xx+;x2x;x3x
| quote 2 tiers = x4x,x5x
|quote 4=Shimmer’s range/radius values are being adjusted to match the attack trigger area to the tower’s range but with a far larger radius on the actual effect once it is triggered, this reduces inconsistency where Shimmer would often hit only first camo target to enter radius then be stuck on long cooldown. As targeting improvements for Necromancer zombie spawns feel well ironed out now and deal with the old problem that increasing range used to have at T5 we’re bringing back the much larger range on Prince of Darkness which will now also benefit from these Shimmer changes.
| quote 3 tiers = xx3,xx4,xx5
|quote 4 tiers=xx5
| quote 4 tiers = xx5
|quote 5=Shimmer’s range/radius values are being adjusted to match the attack trigger area to the tower’s range but with a far larger radius on the actual effect once it is triggered, this reduces inconsistency where Shimmer would often hit only first camo target to enter radius then be stuck on long cooldown.
|quote 5 tiers=xx3;xx4
}}
}}


=== [[Super Monkey (BTD6)|Super Monkey]] ===
=== [[Super Monkey (BTD6)|Super Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = Minor strategic balancing for temple builds, as Military is very much intended to be the more range-based sacrifices that are ignorant of vision blockers.
| version = 39.0
| version = 39.0
| tower = Super Monkey
| tower = Super Monkey
| tiers 1 = 4XX<!--removed 5xx due to TSG mini avatar note-->
| changes 1 tiers = 4XX<!--removed 5xx due to TSG mini avatar note-->
| changes 1 = *{{nerf|Sun Temple mini avatars no longer ignore line of sight|note=True Sun God mini avatars can still ignore line of sight}}
| changes 1 = *{{nerf|name=Mini Sun Avatar|No longer ignore line of sight|note=True Sun God mini avatars can still ignore line of sight}}
*{{nerf|Sun Temple can no longer increase cash value of Bloons in CHIMPS|fix=y}}
*{{nerf|name=Sun Temple – Support Sacrifices|No longer increases cash value of Bloons in CHIMPS|fix=y}}
| quote 1 = Minor strategic balancing for temple builds, as Military is very much intended to be the more range-based sacrifices that are ignorant of vision blockers.
| quote 1 = Minor strategic balancing for temple builds, as Military is very much intended to be the more range-based sacrifices that are ignorant of vision blockers.
| tiers 2 = 041,051
| changes 2 tiers = 041+
| changes 2 = *{{buff|Tech Terror’s ability can no longer knock Bloons forward in some cases|fix=y}}
| changes 2 = *{{buff|name=Ability|No longer knocks Bloons forward in some cases|fix=y}}
| quote 1 tiers = 4xx
| quote 1 tiers = 4xx
}}
}}
Line 337: Line 330:
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = Flash Bomb’s long time between bombs, without improvements on the main attack leaves this as quite a bad stepping stone, for now due to this long downtime we want to try increasing the stun duration. The recent bug fix for xx4 Sticky Stacking ended up hurting Master Bomber’s viability as it was relying on that bug to have any real single target impact, now that it can be balanced with intended functionality we’re trying out much higher damage per explosion with slower attacks for single target performance as it has Shinobi synergy to bring this rate back up.
| quote 1 = Flash Bomb’s long time between bombs, without improvements on the main attack leaves this as quite a bad stepping stone, for now due to this long downtime we want to try increasing the stun duration. The recent bug fix for xx4 Sticky Stacking ended up hurting Master Bomber’s viability as it was relying on that bug to have any real single target impact, now that it can be balanced with intended functionality we’re trying out much higher damage per explosion with slower attacks for single target performance as it has Shinobi synergy to bring this rate back up.
| version = 39.0
| version = 39.0
| tower = Ninja Monkey
| tower = Ninja Monkey
| tiers 1 = XX3,XX4,XX5
| changes 1 tiers = XX3;XX4;XX5
| changes 1 = *{{buff|Flash Bomb: stun duration increased|1s|1.3s}}
| changes 1 = *{{buff|name=Flash Bomb|Stun duration increased|1s|1.3s}}
| quote 1 = Flash Bomb’s long time between bombs, without improvements on the main attack leaves this as quite a bad stepping stone, for now due to this long downtime we want to try increasing the stun duration.
| quote 2 = Flash Bomb’s long time between bombs, without improvements on the main attack leaves this as quite a bad stepping stone, for now due to this long downtime we want to try increasing the stun duration.
| tiers 2 = XX5
| changes 2 tiers = XX5
| changes 2 = *{{nerf|Sticky Bomb: attack rate reduced|2s|5s}}
| changes 2 = *{{rate change|name=Sticky Bomb|2|5}}
*{{buff|Sticky Bomb: damage increased|1000|3000}}
*{{buff|name=Sticky Bomb – Impact|Damage increased|1000|3000}}
*{{buff|Sticky Bomb: AoE damage increased|300|600}}
*{{buff|name=Sticky Bomb AoE|Damage increased|300|600}}
| quote 2 = Flash Bomb’s long time between bombs, without improvements on the main attack leaves this as quite a bad stepping stone, for now due to this long downtime we want to try increasing the stun duration. The recent bug fix for xx4 Sticky Stacking ended up hurting Master Bomber’s viability as it was relying on that bug to have any real single target impact, now that it can be balanced with intended functionality we’re trying out much higher damage per explosion with slower attacks for single target performance as it has Shinobi synergy to bring this rate back up.
| quote 1 tiers = xx5
| quote 1 tiers = xx3,xx4
| quote 2 tiers = xx3;xx4
| quote 2 tiers = xx5
}}
}}


=== [[Alchemist (BTD6)|Alchemist]] ===
=== [[Alchemist (BTD6)|Alchemist]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = Alchemist 220 stands out a little too effectively in the crosspath efficiency of Acidic Mixture Dip uptime combined with the reduced forced downtime at 320 and so is being reduced. Total Transformation alchemist when transformed have never been allowing damage to distribute to children layers of any targets, while this is an option we can use as an intended balance lever - we have instead decided to turn this blocker off as it isn't one we have used elsewhere and has made these upgrades perform far weaker against regular Bloons comparatively to Ceramic & MOAB-class due to damage buffs that have been given to transformed alchemists over time.
| version = 39.0
| version = 39.0
| tower = Alchemist
| tower = Alchemist
| tiers 1 = 220,320,420,230,240,250
| changes 1 tiers = 220+
| changes 1 = *{{nerf|Perishing Potions bonus to Acidic Mixture dip reduced|+3|+2|note=Shot amount reduced from 13 to 12}}
| changes 1 = *{{nerf|name=Acidic Mixture Dip|Crosspath bonus to Acidic Mixture Dip buff reduced|+3|+2|note=Shot amount reduced from 13 to 12}}
| quote 1 = Alchemist 220 stands out a little too effectively in the crosspath efficiency of Acidic Mixture Dip uptime combined with the reduced forced downtime at 320 and so is being reduced.
| changes 2 tiers = X4X;X5X
| tiers 2 = X4X,X5X
| changes 2 = *{{buff|name=Ability|Damage now soaks through layers}}
| changes 2 = *{{buff|Transforming Tonic ability damage is no longer single-layer}}<!--there should be a better way to phrase "single-layer" and "distribute to children" and similar; see v48.0 glord, v31.2 other stuffs, and more-->
| changes 3 tiers = X5X
| quote 2 = Total Transformation alchemist when transformed have never been allowing damage to distribute to children layers of any targets, while this is an option we can use as an intended balance lever - we have instead decided to turn this blocker off as it isn't one we have used elsewhere and has made these upgrades perform far weaker against regular Bloons comparatively to Ceramic & MOAB-class due to damage buffs that have been given to transformed alchemists over time.
| tiers 3 = X5X
| changes 3 = *{{nerf|Solved Quantum Entanglement|note=Bug that allowed you to entangle towers together allowing you to do some really crazy things|fix=y}}
| changes 3 = *{{nerf|Solved Quantum Entanglement|note=Bug that allowed you to entangle towers together allowing you to do some really crazy things|fix=y}}
| quote 1 tiers = 220,320,420,230,240,250
| quote 1 = Alchemist 220 stands out a little too effectively in the crosspath efficiency of Acidic Mixture Dip uptime combined with the reduced forced downtime at 320 and so is being reduced. Total Transformation alchemist when transformed have never been allowing damage to distribute to children layers of any targets, while this is an option we can use as an intended balance lever - we have instead decided to turn this blocker off as it isn't one we have used elsewhere and has made these upgrades perform far weaker against regular Bloons comparatively to Ceramic & MOAB-class due to damage buffs that have been given to transformed alchemists over time.
| quote 2 tiers = x4x,x5x
|quote 1 tiers=x4x;x5x
|quote 2=Alchemist 220 stands out a little too effectively in the crosspath efficiency of Acidic Mixture Dip uptime combined with the reduced forced downtime at 320 and so is being reduced.
| quote 2 tiers = 2xx+;x2x;x3x
}}
}}


=== [[Druid (BTD6)|Druid]] ===
=== [[Druid (BTD6)|Druid]] ===
{{cleanup|Find proper name for the "track bramble" that is consistently used elsewhere}}
{{BTD6 tower changes
{{BTD6 tower changes
| version = 39.0
| version = 39.0
| quote = Experimenting more with druid ‘life play’ functionality, similar to Heart of vengeance, we’re adding new functionality to Heart of Oak along with improved means of building into this with the Jungle’s Bounty upgrade, however the base pierce of Jungle’s Bounty is being reduced slightly to account for a higher buff potential it now grants itself.
| quote 1 = Experimenting more with druid ‘life play’ functionality, similar to Heart of vengeance, we’re adding new functionality to Heart of Oak along with improved means of building into this with the Jungle’s Bounty upgrade, however the base pierce of Jungle’s Bounty is being reduced slightly to account for a higher buff potential it now grants itself.
| tower = Druid
| tower = Druid
| tiers 1 = 020,120,220,320,420,520,021,022,023,024,025,X3X,X4X,X5X
| changes 1 tiers = x2xc;x3x+
| changes 1 = *{{buff|Heart of Oak gains 1% pierce for every life gained from the starting value after the upgrade. Maxes at 100% and diminishes if lives are lost}}
| changes 1 = *{{buff|Now gains a new buff – gains 1% pierce for every life gained from the starting value after the upgrade. Maxes at 100% and diminishes if lives are lost. Includes crosspathed attacks, excluding lightning (which can't be pierce-buffed).}}
*{{buff|Heart of Oak applies for crosspath attacks however note lightning cannot benefit from pierce}}
| changes 2 tiers = X4X
| quote 1 = Experimenting more with druid ‘life play’ functionality, similar to Heart of vengeance, we’re adding new functionality to Heart of Oak along with improved means of building into this with the Jungle’s Bounty upgrade
| changes 2 = *{{buff|Now generates 1 life at the end of each round}}
| tiers 2 = X4X
| changes 3 tiers = X4X;X5X
| changes 2 = *{{buff|Jungle’s Bounty generates 1 life at the end of each round}}
| changes 3 = *{{nerf|name=Track bramble|Pierce reduced|40|30}}
| quote 2 = Experimenting more with druid ‘life play’ functionality, similar to Heart of vengeance, we’re adding new functionality to Heart of Oak along with improved means of building into this with the Jungle’s Bounty upgrade, however the base pierce of Jungle’s Bounty is being reduced slightly to account for a higher buff potential it now grants itself.
| changes 4 tiers = 4XX;5XX
| tiers 3 = X4X,X5X
| changes 4 = *{{buff|name=Lightning Ball|Freeze chance increased|25%|100%}}
| changes 3 = *{{nerf|Track bramble pierce reduced|40|30}}
| quote 1 tiers = x4x;x5x
| tiers 4 = 4XX,5XX
|quote 2=Experimenting more with druid ‘life play’ functionality, similar to Heart of vengeance, we’re adding new functionality to Heart of Oak along with improved means of building into this with the Jungle’s Bounty upgrade
| changes 4 = *{{buff|Ball Lightning ball freeze chance increased|25%|100%}}
| quote 2 tiers =x2x;x3x
*{{buff|{{BTD6 mk|Cold Front}} allows the lightning arcs from the Ball Lightning to also freeze, instead of 100% chance for the ball to freeze bloons}}
| tiers 5 = X5X
| changes 5 = *{{buff|Spirit of the Forest should correctly pop Frozen Bloons with {{BTD6 mk|Hot Magic}}|fix=y}}
| quote 1 tiers = 020,120,220,320,420,520,021,022,023,024,025,X3X
| quote 2 tiers = x4x,x5x
}}
}}


=== [[Spike Factory (BTD6)|Spike Factory]] ===
=== [[Spike Factory (BTD6)|Spike Factory]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = The mid spike factory by many players has been ignored outside of few very specific situations for a long time and after fixing some issues, mainly a bug with the shotgunning of projectiles as they spawn, we’re trying a large power increase to more effectively balance the Shredder for its MOAB Damage purpose.
| version = 39.0
| version = 39.0
| tower = Spike Factory
| tower = Spike Factory
| base changes = *{{nerf|Spike Factory no longer can shotgun spikes for exactly one frame after spawning|fix=y}}
| all tier changes = *{{nerf|Spike Factory no longer can shotgun spikes for exactly one frame after spawning|fix=y}}
| tiers 1 = X3X,X4X
| changes 1 tiers = X3X;X4X
| changes 1 = *{{buff|Base attack bonus damage to MOAB-class increased|+4|+9}}
| changes 1 = *{{buff|name=Main attack|Bonus damage to MOAB-class increased|+4|+9}}
| quote 1 = The mid spike factory by many players has been ignored outside of few very specific situations for a long time and after fixing some issues, mainly a bug with the shotgunning of projectiles as they spawn, we’re trying a large power increase to more effectively balance the Shredder for its MOAB Damage purpose.
| quote 1 = The mid spike factory by many players has been ignored outside of few very specific situations for a long time and after fixing some issues, mainly a bug with the shotgunning of projectiles as they spawn, we’re trying a large power increase to more effectively balance the Shredder for its MOAB Damage purpose.
| tiers 2 = X4X
| changes 2 tiers = X4X
| changes 2 = *{{buff|Spike Storm ability bonus damage to MOAB-class increased|+4|+9}}
| changes 2 = *{{buff|name=Ability attack|Bonus damage to MOAB-class increased|+4|+9}}
| tiers 3 = X5X
| changes 3 tiers = X5X
| changes 3 = *{{nerf| Carpet of Spikes attack cooldown reduced|0.33s|0.49s}}
| changes 3 = *{{nerf|name=Main attack|Attack cooldown reduced|0.33s|0.49s}}
*{{buff|Carpet of Spikes bonus damage to MOAB-class increased|+5|+9}}
*{{buff|name=Main attack|Bonus damage to MOAB-class increased|+5|+9}}
*{{buff|Carpet of Spikes ability bonus to MOAB-class increased|+5|+9}}
*{{buff|name=Ability attack|Bonus to MOAB-class increased|+5|+9}}
*{{buff|Using the Carpet of Spikes active ability just before the passive ability triggers will no longer cause Carpet of Spikes to skip a passive ability activation|fix=y}}
*{{buff|Using the Carpet of Spikes active ability just before the passive ability triggers will no longer cause Carpet of Spikes to skip a passive ability activation|fix=y}}
| quote 1 tiers = x3x,x4x,x5x
| quote 1 tiers = x3x;x4x;x5x
}}
}}


=== [[Monkey Village (BTD6)|Monkey Village]] ===
=== [[Monkey Village (BTD6)|Monkey Village]] ===
{{BTD6 tower changes|version=39.0|tower=Monkey Village|tiers 1=4XX|changes 1=*{{nerf|Primary Mentoring cooldown buff no longer remains behind when tower is sold while under the range of an Energizer|fix=y}}}}
{{BTD6 tower changes|version=39.0|tower=Monkey Village|changes 1 tiers=4XX|changes 1=*{{nerf|Primary Mentoring cooldown buff no longer remains behind when tower is sold while under the range of an Energizer|fix=y}}}}


=== [[Engineer Monkey (BTD6)|Engineer Monkey]] ===
=== [[Engineer Monkey (BTD6)|Engineer Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = Applying pierce crosspathing to Sentry Champion only granting an abysmal +1 pierce to the explosion while an intended joke at the time still feels a little silly, we’re separating that up to get its own larger increase now. Some extra of a makeup buff for XXXL, while the crosspathing rework itself feels nice it ended up nerfing the high-level micro play of this upgrade far more than intended.
| quote 1 = Applying pierce crosspathing to Sentry Champion only granting an abysmal +1 pierce to the explosion while an intended joke at the time still feels a little silly, we’re separating that up to get its own larger increase now. Some extra of a makeup buff for XXXL, while the crosspathing rework itself feels nice it ended up nerfing the high-level micro play of this upgrade far more than intended.
| version = 39.0
| version = 39.0
| tower = Engineer Monkey
| tower = Engineer Monkey
| tiers 1 = 501
| changes 1 tiers = 501;502
| changes 1 = *{{buff|Oversize Nails crosspath sentry explosion pierce increased|51|70}}
| changes 1 = *{{buff|name=Sentry Explosion|Crosspath benefit to pierce bonus increased|+1|+21|note=Pierce increased from 51 to 70}}
| quote 1 = Applying pierce crosspathing to Sentry Champion only granting an abysmal +1 pierce to the explosion while an intended joke at the time still feels a little silly, we’re separating that up to get its own larger increase now.
| quote 2 = Applying pierce crosspathing to Sentry Champion only granting an abysmal +1 pierce to the explosion while an intended joke at the time still feels a little silly, we’re separating that up to get its own larger increase now.
| quote 2 = Some extra of a makeup buff for XXXL, while the crosspathing rework itself feels nice it ended up nerfing the high-level micro play of this upgrade far more than intended.
| quote 3 = Some extra of a makeup buff for XXXL, while the crosspathing rework itself feels nice it ended up nerfing the high-level micro play of this upgrade far more than intended.
| path 3 tier 5 cost before = 54000
| path 3 tier 5 cost before = 54000
| path 3 tier 5 cost after = 48000
| path 3 tier 5 cost after = 48000
| quote 1 tiers = 501
| quote 2 tiers = 5xx;xx1;xx2
| quote 2 tiers = xx5
| quote 3 tiers = xx5
}}
}}


=== [[Beast Handler (BTD6)|Beast Handler]] ===
=== [[Beast Handler (BTD6)|Beast Handler]] ===
{{BTD6 tower changes|version=39.0|tower=Beast Handler|quote=Our most recently added tower, the Beast Handler, is still going through growing pains with a bulk of minor tweaks and small adjustments - mainly centered around merge mechanic value, so we’ll break this down path by path.}}
{{cleanup|Add a "rate change" variant that mentions "base". Also move the "usable in CT" stuff to the CT section, not here}}
{{BTD6 tower changes
{{BTD6 tower changes|version=39.0|tower=Beast Handler
| version = 39.0
|quote 1=Our most recently added tower, the Beast Handler, is still going through growing pains with a bulk of minor tweaks and small adjustments - mainly centered around merge mechanic value, so we’ll break this down path by path.
| tower = Beast Handler
|quote 2 tiers=1xx;2xx;5xx;x1x;x4x;x5x;xx1;xx3
| quote = Beast Handler’s general repositioning feels far too free right now, the reposition cooldown is being increased to a more reasonably noticeable number so this feels like a meaningful cost.
|quote 2=Beast Handler’s general repositioning feels far too free right now, the reposition cooldown is being increased to a more reasonably noticeable number so this feels like a meaningful cost.
| base changes = *{{nerf|Beast Handler reposition cooldown increased|0.5s|5s}}
|quote 3=Great White lacks a lot of pierce for an upgrade with a slower widespread AoE design for the price range. Orca we feel has both min & max power use cases, though doesn’t grow enough ‘along the way’ from un-maxed merging.
| base quote = Beast Handler’s general repositioning feels far too free right now, the reposition cooldown is being increased to a more reasonably noticeable number so this feels like a meaningful cost.
|quote 4=Velociraptor performs as one of the most exceptional early tier upgrades in the game. We’ve been going tame on this path so far as we’re happy for it to stay one of the top options, however it is too far ahead still so we are smoothing out the attack rates to match T-rex.
}}
|quote 5=Horned Owl’s pierce is too high in the base upgrade with very low value from merging, so more of this is shifting into the merge benefit. Condor’s pierce penalties to early MOAB Class are going up, however the max merged version will now be allowed to attack and damage targets that it cannot grab. Pouakai deals way too much moab damage right from base upgrade given how powerful it also is at controlling MOABs, base damage & pierce stats here are also seeing a shift over into higher merge benefits
{{BTD6 tower changes
 
| version = 39.0
|quote 6=Beast Handler’s general repositioning feels far too free right now, the reposition cooldown is being increased to a more reasonably noticeable number so this feels like a meaningful cost. [...] Great White lacks a lot of pierce for an upgrade with a slower widespread AoE design for the price range.
| tower = Beast Handler
|quote 6 tiers=3xx
| quote = Great White lacks a lot of pierce for an upgrade with a slower widespread AoE design for the price range. Orca we feel has both min & max power use cases, though doesn’t grow enough ‘along the way’ from un-maxed merging.
 
| tiers 1 = 3XX
|quote 7=Beast Handler’s general repositioning feels far too free right now, the reposition cooldown is being increased to a more reasonably noticeable number so this feels like a meaningful cost. [...] Orca we feel has both min & max power use cases, though doesn’t grow enough ‘along the way’ from un-maxed merging.
| changes 1 = *{{buff|Great White pierce increased|6|10}}
|quote 7 tiers=4xx
 
|quote 8=Beast Handler’s general repositioning feels far too free right now, the reposition cooldown is being increased to a more reasonably noticeable number so this feels like a meaningful cost. [...] Velociraptor performs as one of the most exceptional early tier upgrades in the game. We’ve been going tame on this path so far as we’re happy for it to stay one of the top options, however it is too far ahead still so we are smoothing out the attack rates to match T-rex.
|quote 8 tiers=x2x;x3x
 
|quote 9=Beast Handler’s general repositioning feels far too free right now, the reposition cooldown is being increased to a more reasonably noticeable number so this feels like a meaningful cost. [...] Horned Owl’s pierce is too high in the base upgrade with very low value from merging, so more of this is shifting into the merge benefit.
|quote 9 tiers=xx2
 
|quote 10=Beast Handler’s general repositioning feels far too free right now, the reposition cooldown is being increased to a more reasonably noticeable number so this feels like a meaningful cost. [...] Condor’s pierce penalties to early MOAB Class are going up, however the max merged version will now be allowed to attack and damage targets that it cannot grab.
|quote 10 tiers=xx4
 
|quote 11=Beast Handler’s general repositioning feels far too free right now, the reposition cooldown is being increased to a more reasonably noticeable number so this feels like a meaningful cost. [...] Pouakai deals way too much moab damage right from base upgrade given how powerful it also is at controlling MOABs, base damage & pierce stats here are also seeing a shift over into higher merge benefits
|quote 11 tiers=xx5
 
|changes 1 quote above=2
| changes 1 tiers=1xx+;x1x+;xx1+
|changes 1= *{{nerf|name=Beast|Reposition cooldown increased|0.5s|5s}}
 
|changes 2 quote above=3
| changes 2 tiers = 3XX
| changes 2 = *{{buff|name=Great White|Pierce increased|6|10}}
*{{buff|Great White max bonus pierce from merge increased|18|20|note=Max-power pierce increased from 24 to 30}}
*{{buff|Great White max bonus pierce from merge increased|18|20|note=Max-power pierce increased from 24 to 30}}
| quote 1 = Great White lacks a lot of pierce for an upgrade with a slower widespread AoE design for the price range.
| changes 3 tiers = 4XX
| tiers 2 = 4XX
| changes 3 = *{{buff|name=Orca|max bonus pierce from merge increased|24|40|note=Max-power pierce increased from 44 to 60}}
| changes 2 = *{{buff|Orca max bonus pierce from merge increased|24|40|note=Max-power pierce increased from 44 to 60}}
 
| quote 2 = Orca we feel has both min & max power use cases, though doesn’t grow enough ‘along the way’ from un-maxed merging.
|changes 4 quote above=4
| quote 1 tiers = 3xx
| changes 4 tiers = X2X;X3X
| quote 2 tiers = 4xx
| changes 4 = *{{rate change|0.9|1}}
}}
{{BTD6 tower changes
| version = 39.0
| tower = Beast Handler
| quote = Velociraptor performs as one of the most exceptional early tier upgrades in the game. We’ve been going tame on this path so far as we’re happy for it to stay one of the top options, however it is too far ahead still so we are smoothing out the attack rates to match T-rex.
| tiers 1 = X2X,X3X
| changes 1 = *{{nerf|Attack delay increased|0.9s|1s}}
*{{buff|Attack delay reduction from merge increased|0.3105s|0.3439s|note=Max-power attack cooldown increased from 0.5895s to 0.6561s}}
*{{buff|Attack delay reduction from merge increased|0.3105s|0.3439s|note=Max-power attack cooldown increased from 0.5895s to 0.6561s}}
| quote 1 = Velociraptor performs as one of the most exceptional early tier upgrades in the game. We’ve been going tame on this path so far as we’re happy for it to stay one of the top options, however it is too far ahead still so we are smoothing out the attack rates to match T-rex.
| changes 5 tiers = X5X
| tiers 2 = X5X
| changes 5 = *{{buff|name=Giganotosaurus|Now ignores line of sight}}
| changes 2 = *{{buff|Giganotosaurus now ignores line of sight}}
*{{buff|name=Ability|cooldown reduced|35s|25s|note=Max-power and mid-power ability cooldowns also decreased}}
*{{buff|Giganotosaurus cooldown reduced|35s|25s|note=Max-power and mid-power ability cooldowns also decreased}}
| changes 6 tiers = X4X
| tiers 3 = X4X
| changes 6 = *{{nerf|Tyrannosaurus Rex should no longer double cooldown buffs from Energizer sub|fix=y}}
| changes 3 = *{{nerf|Tyrannosaurus Rex should no longer double cooldown buffs from Energizer sub|fix=y}}
*{{change|Now correctly records damage when max merged|fix=y}}
*{{change|Now correctly records damage when max merged|fix=y}}
| quote 1 tiers = x2x,x3x
 
}}
|changes 7 quote above=5
{{BTD6 tower changes
| changes 7 tiers = XX2
| version = 39.0
| changes 7 = *{{nerf|name=Horned Owl|pierce reduced|8|6}}
| tower = Beast Handler
| quote = Horned Owl’s pierce is too high in the base upgrade with very low value from merging, so more of this is shifting into the merge benefit. Condor’s pierce penalties to early MOAB Class are going up, however the max merged version will now be allowed to attack and damage targets that it cannot grab. Pouakai deals way too much moab damage right from base upgrade given how powerful it also is at controlling MOABs, base damage & pierce stats here are also seeing a shift over into higher merge benefits
| tiers 1 = XX2
| changes 1 = *{{nerf|Horned Owl pierce reduced|8|6}}
*{{buff|Horned Owl max bonus pierce from merge increased|8|12|note=Max-power pierce increased from 16 to 18}}
*{{buff|Horned Owl max bonus pierce from merge increased|8|12|note=Max-power pierce increased from 16 to 18}}
| quote 1 = Horned Owl’s pierce is too high in the base upgrade with very low value from merging, so more of this is shifting into the merge benefit.
| changes 8 tiers = XX4
| tiers 2 = XX4
| changes 8 = *{{buff|name=Condor|At Max beast power, it can now attack ungrabbable MOAB-class Bloons (i.e. BADs and Bosses)}}
| changes 2 = *{{buff|Condor at Max beastpower can now attack ungrabbable MOABs}}
*{{nerf|name=Condor|MOAB pierce penalty increased|+9|+14}}
*{{nerf|Condor MOAB pierce penalty increased|+9|+14}}
*{{nerf|name=Condor|BFB pierce penalty increased|+29|+44}}
*{{nerf|Condor BFB pierce penalty increased|+29|+44}}
| changes 9 tiers = XX5
| quote 2 = Condor’s pierce penalties to early MOAB Class are going up, however the max merged version will now be allowed to attack and damage targets that it cannot grab.
| changes 9 = *{{nerf|name=Pouakai|Base pierce reduced|200|150}}
| tiers 3 = XX5
*{{buff|name=Pouakai|Max bonus pierce from merge increased|250|300|note=Max-power pierce remains 450, mid-power xx5 pierce decreased from 325 to 300}}
| changes 3 = *{{nerf|Pouakai pierce reduced|200|150}}
*{{nerf|name=Pouakai|Base damage reduced|20|10}}
*{{buff|Pouakai max bonus pierce from merge increased|250|300|note=Max-power pierce remains 450, mid-power xx5 pierce decreased from 325 to 300}}
*{{buff|name=Pouakai|Max bonus damage from merge increased|40|80|note=Max-power damage increased from 60 to 90, mid-power xx5 from 40 to 50}}
*{{nerf|Pouakai damage reduced|20|10}}
*{{nerf|name=Pouakai|Bonus MOAB-class damage reduced|+110|+80}}
*{{buff|Pouakai max bonus damage from merge increased|40|80|note=Max-power damage increased from 60 to 90, mid-power xx5 from 40 to 50}}
 
*{{nerf| Pouakai bonus MOAB-class damage reduced|+110|+80}}
|changes 10 tiers=000
| quote 3 = Pouakai deals way too much moab damage right from base upgrade given how powerful it also is at controlling MOABs, base damage & pierce stats here are also seeing a shift over into higher merge benefits
|changes 10=*Now usable in Contested Territory
| quote 1 tiers = xx2
| quote 2 tiers = xx4
| quote 3 tiers = xx5
}}
}}


Line 500: Line 491:
| version = 39.0
| version = 39.0
| hero = Gwendolin
| hero = Gwendolin
| changes 1 = *{{nerf|Cocktail of Fire ability pierce reduced|40|30}}
| changes 1 = *{{nerf|name=Cocktail of Fire|Pierce reduced|40|30}}
| changes 1 levels = 3-6
| changes 1 levels = 3–6
| changes 2 = *{{buff|Cocktail of Fire ability pierce increased|30|50}}
| changes 2 = *{{buff|name=Cocktail of Fire|Pierce increased|30|50}}
| changes 2 levels = 7+
| changes 2 levels = 7+
| changes 3 = *{{nerf|Base attack burn damage reduced|2|1}}
| changes 3 = *{{nerf|name=Main attack|Burn damage reduced|2|1}}
| changes 3 levels = 6-8
| changes 3 levels = 6–8
| changes 4 = *{{nerf|Base attack burn damage reduced|4|2}}
| changes 4 = *{{nerf|name=Main attack|Burn damage reduced|4|2}}
| changes 4 levels = 9
| changes 4 levels = 9
| changes 5 = *{{neutral|Lv10+ Base attack burn damage remains +1 per level|note=total burn damage reduced by 2 overall}}
| changes 5 = *{{nerf|name=Main attack|Burn damage reduced by 2}}
| changes 5 levels = 10+
| changes 5 levels = 10+
}}
}}
Line 517: Line 508:
| version = 39.0
| version = 39.0
| hero = Striker Jones
| hero = Striker Jones
| changes 1 = *{{buff|Target Focus ability: For 15 seconds all Mortars will follow touch/cursor & have 30% improved accuracy (45s cooldown)|note=Ninja Kiwi said 30 seconds in the patch notes but in game testing proves this wrong}}
| changes 1 = *{{buff|Target Focus ability added}}
*At the end of the ability duration, mortars snap back to their previous set location
*A new target can be set on any Mortar during this ability to break them out early
| changes 1 levels = 7+
| changes 1 levels = 7+
}}
}}
Line 536: Line 525:
| quote = Adora performs extremely well throughout the hardest rounds without any significant weakness that feel fairly comparable to other top of the line heroes. Due to very high ability uptime there is low strategic requirement to her ability timing much of the time, and a strong highly buffable baseline of power even when abilities are not active.
| quote = Adora performs extremely well throughout the hardest rounds without any significant weakness that feel fairly comparable to other top of the line heroes. Due to very high ability uptime there is low strategic requirement to her ability timing much of the time, and a strong highly buffable baseline of power even when abilities are not active.
| version = 39.0
| version = 39.0
| changes 1 = *{{nerf|Long Arm of Light cooldown increased|40s|45s}}
| changes 1 = *{{nerf|name=The Long Arm of Light|Cooldown increased|40s|45s}}
| changes 1 levels = 3+
| changes 1 levels = 3+
| changes 2 = *{{nerf|Blood Sacrifice cooldown increased|10s|30s}}
| changes 2 = *{{nerf|name=Blood Sacrifice|Cooldown increased|10s|30s}}
| changes 2 levels = 7+
| changes 2 levels = 7+
| changes 3 = *{{nerf|Adora attack cooldown delay increased|0.8|0.85}}
| changes 3 = *{{rate change|name=Divine Bolt|0.8|0.85}}
| changes 3 levels = 11-16
| changes 3 levels = 11–16
| changes 4 = *{{nerf|Adora attack cooldown delay increased|0.6|0.7}}
| changes 4 = *{{rate change|name=Divine Bolt|0.6|0.7}}
| changes 4 levels = 17+
| changes 4 levels = 17+
| changes 5 = *{{nerf|Adora Lv20 Blood Sacrifice value required per 1% multiplier no longer reduced|50|100}}
| changes 5 = *{{nerf|name=Blood Sacrifice|Value required per 1% multiplier no longer reduced|50|100}}
| changes 5 levels = 20
| changes 5 levels = 20
}}
}}


=== [[Geraldo (BTD6)|Geraldo]] ===
=== [[Geraldo (BTD6)|Geraldo]] ===
{{BTD6 hero changes
{{BTD6 changes
| hero = Geraldo
| version = 39.0
| name = Geraldo
| quote = To make things a little clearer for players attempting to be precise with their Paragon Totem farming, the number of totems placed will now be tallied up and listed whenever one is selected.
| quote = To make things a little clearer for players attempting to be precise with their Paragon Totem farming, the number of totems placed will now be tallied up and listed whenever one is selected.
| version = 39.0
|changes=
| changes 1 = *{{buff|Each Paragon totem placed now displays a buff icon with a stack count that displays how many are placed}}
{{{!}}class="wikitable"
| changes 1 levels = 20
!Item
| changes 1 names = Paragon Power Totem
!Changes
| changes 2 = *{{nerf|Lv5 & Lv15 Sharpening Stones can no longer stack their benefits|fix=y}}
{{!}}-
| changes 2 levels = 5+
{{!}}[[Sharpening Stone]]
| changes 2 names = Sharpening Stone
{{!}}{{BTD6 changes|name=Sharpening Stone|version=39.0
| changes 3 = *{{buff|Blade Trap can now benefit from Camo granted to Geraldo|fix=y}}
|changes=
| changes 3 levels = 7+
*{{nerf|Level 5 and level 15 Sharpening Stones can no longer stack buffs on the same tower|fix=y}}
| changes 3 names = Blade Trap
}}
{{!}}-
{{!}}[[Blade Trap]]
{{!}}{{BTD6 changes|name=Blade Trap|version=39.0
|changes=
*{{buff|Now gains Camo detection if it is granted to Geraldo|fix=y}}
}}
{{!}}-
{{!}}[[Paragon Power Totem]]
{{!}}{{BTD6 changes|name=Paragon Power Totem|version=39.0|quote=To make things a little clearer for players attempting to be precise with their Paragon Totem farming, the number of totems placed will now be tallied up and listed whenever one is selected.|hide quote=y
|changes=
*{{buff|Each Paragon totem placed now displays a buff icon with a stack count that displays how many are placed}}
}}
{{!}}}
}}
}}


== Monkey Knowledge ==
== Monkey Knowledge ==
{|class="wikitable"
![[Monkey Knowledge (BTD6)|Knowledge]]
!Changes
|-
|{{BTD6 mk|Cold Front}}
|{{BTD6 changes|version=39.0|name=Cold Front|changes=*{{neutral|Instead of granting lightning balls a 100% chance to freeze, now allows lightning bolts from lightning balls to freeze}}}}
|-
|{{BTD6 mk|Hot Magic}}
|{{BTD6 changes|version=39.0|name=Hot Magic|changes=*{{buff|Now allows [[Spirit of the Forest (BTD6)|Spirit of the Forest]]'s path vines to pop frozen|fix=y}}}}
|}


=== [[Cold Front]] ===
== Relic Knowledge ==
{{BTD6 changes
{|class="wikitable"
| version = 39.0
![[Relic Knowledge|Relic]]
| changes = *{{buff|Now allows Ball Lightning Arcs to freeze instead of granting 100% chance to freeze}}
!Changes
| names = Cold Front
|-
}}
|[[Bigger Bloon Sabotage]]
 
|{{BTD6 changes|version=39.0|name=Bigger Bloon Sabotage|changes=*{{buff|Now slows MOAB-Class Bloons again|fix=y}}}}
== Relics ==
|-
 
|[[Flint Tips]]
=== [[Relic Knowledge]] ===
|{{BTD6 changes|version=39.0|name=Flint Tips|changes=*{{buff|Can no longer skip its final damage tic|fix=y}}}}
{{BTD6 changes
|}
| version = 39.0
| changes = *{{buff|Flint Tip Darts should no longer be able to skip its final damage tic|fix=y}}
*{{buff|Bigger Bloon Sabotage CT Relic should now correctly reduce MOAB Speed|fix=y}}
| names = Relic Knowledge
}}


== Paragons ==
== Paragons ==
Line 613: Line 621:


=== [[Dart Monkey (BTD6)|Dart Monkey]] ===
=== [[Dart Monkey (BTD6)|Dart Monkey]] ===
{{BTD6 tower changes|quote=Dart Monkey is intended to be the ‘Cheapest’ somewhat entry level Paragon so being locked behind a $300k+ price tag meant that all other paragons would have to be higher than that as well - while we’re not too drastically lowering all paragons this update the new lower floor on paragon costs will allow for much more leeway in design going forward. We lowered the power somewhat to justify this new price however not that much as it was one of the more heavily nerfed in power from the bug fix as well, in addition to this now that the Ceramic Bonus is scaling properly, we wanted to increase the value of this bonus far more to really bring out that Juggernaut bonus against Dreadbloon+.|version=39.0|tower=Dart Monkey|paragon cost before=325000|paragon cost after=150000|paragon changes=
{{research|Verify if all of these changes apply to both the main and sub juggs}}
{{cleanup|Add a "rate change" variant that mentions "base"}}
{{BTD6 tower changes|quote 1=Dart Monkey is intended to be the ‘Cheapest’ somewhat entry level Paragon so being locked behind a $300k+ price tag meant that all other paragons would have to be higher than that as well - while we’re not too drastically lowering all paragons this update the new lower floor on paragon costs will allow for much more leeway in design going forward. We lowered the power somewhat to justify this new price however not that much as it was one of the more heavily nerfed in power from the bug fix as well, in addition to this now that the Ceramic Bonus is scaling properly, we wanted to increase the value of this bonus far more to really bring out that Juggernaut bonus against Dreadbloon+.|quote 1 tiers=paragon|version=39.0|tower=Dart Monkey|paragon cost before=325000|paragon cost after=150000|paragon changes=
*{{buff|Cost per power reduced|$25|$6.375/$7.5/$8.1/$9}}
*{{buff|Cost per power reduced|$25|$6.375/$7.5/$8.1/$9}}
*{{nerf|Base damage reduced|20|15}}
*{{nerf|Base damage reduced|20|15}}
Line 622: Line 632:


=== [[Boomerang Monkey (BTD6)|Boomerang Monkey]] ===
=== [[Boomerang Monkey (BTD6)|Boomerang Monkey]] ===
{{BTD6 tower changes|quote=A few buffs for the Boomerang Paragon ended up being split up and spread out over a few updates, which resulted in repeated buffs which didn’t seem so necessary after the first, given the fairly high power level it had in v38, as well as suffering less from the bug fix than the Dart Monkey, it felt like it needed more general nerfs to justify any price reduction.|version=39.0|tower=Boomerang Monkey|paragon cost before=350000|paragon cost after=275000|paragon changes=
{{cleanup|Add a "rate change" variant that mentions "base"}}
{{BTD6 tower changes|quote 1=A few buffs for the Boomerang Paragon ended up being split up and spread out over a few updates, which resulted in repeated buffs which didn’t seem so necessary after the first, given the fairly high power level it had in v38, as well as suffering less from the bug fix than the Dart Monkey, it felt like it needed more general nerfs to justify any price reduction.|quote 1 tiers=paragon|version=39.0|tower=Boomerang Monkey|paragon cost before=350000|paragon cost after=275000|paragon changes=
*{{buff|Cost per power reduced|$25|$11.685/$13.75/$14.85/$16.5}}
*{{buff|Cost per power reduced|$25|$11.685/$13.75/$14.85/$16.5}}
*{{nerf|Range reduced|75|60}}
*{{nerf|Range reduced|75|60}}
*{{nerf|Main attack: damage to Boss Bloons reduced|+60|+50}}
*{{nerf|name=Main attack|Damage to Boss Bloons reduced|+60|+50}}
*{{nerf|Press attack: final explosion damage to Boss Bloons reduced|+5,000|+4,000}}
*{{nerf|name=Press|Final explosion damage to Boss Bloons reduced|+5,000|+4,000}}
*{{nerf|Press attack: base cooldown increased|2.5s|3s}}
*{{nerf|name=Press|Base cooldown increased|2.5s|3s}}
*{{nerf|Orbital attack: damage to Boss Bloons reduced|+160|+150}}
*{{nerf|name=Orbitals|damage to Boss Bloons reduced|+160|+150}}
*{{nerf|Orbital attack: radius reduced|60|50}}
*{{nerf|name=Orbitals|radius reduced|60|50}}
*{{nerf|Has less Boss damage, especially on Elite and at higher Degrees}}
*{{nerf|Has less Boss damage, especially on Elite and at higher Degrees}}}}
|paragon quote=A few buffs for the Boomerang Paragon ended up being split up and spread out over a few updates, which resulted in repeated buffs which didn’t seem so necessary after the first, given the fairly high power level it had in v38, as well as suffering less from the bug fix than the Dart Monkey, it felt like it needed more general nerfs to justify any price reduction.}}


=== [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] ===
=== [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] ===
{{cleanup|Add a "rate change" variant that mentions "base"}}
{{BTD6 tower changes
{{BTD6 tower changes
| quote = Wasn’t too impacted by the bug fix while standing out as quite powerful for a mid-range cost in general, so just nerfed a little to keep it around where it is after the buffs it is gaining this update from knowledge & the boss bonus multiplier going up.
| quote 1 = Wasn’t too impacted by the bug fix while standing out as quite powerful for a mid-range cost in general, so just nerfed a little to keep it around where it is after the buffs it is gaining this update from knowledge & the boss bonus multiplier going up.|quote 1 tiers=paragon
| version = 39.0
| version = 39.0
| tower = Monkey Buccaneer
| tower = Monkey Buccaneer
| paragon changes = *{{neutral|Cost per power changed|$25|$23.375/$27.5/$29.7/$33}}
| paragon changes = *{{neutral|Cost per power changed|$25|$23.375/$27.5/$29.7/$33}}
*{{nerf|Turret: base cooldown increased|0.2145s|0.25s}}
*{{nerf|name=Turret|base cooldown increased|0.2145s|0.25s}}
*{{nerf|Plane forward attack: base cooldown increased|0.15s|0.18s}}
*{{nerf|name=Plane forward attack|Base cooldown increased|0.15s|0.18s}}
*{{nerf|Plane radial attack: base cooldown increased|1.5s|1.8s}}
*{{nerf|name=Plane radial attack|Base cooldown increased|1.5s|1.8s}}
*{{nerf|Has less Boss damage, especially on Elite and at higher Degrees}}
*{{nerf|Has less Boss damage, especially on Elite and at higher Degrees}}
| paragon quote = Wasn’t too impacted by the bug fix while standing out as quite powerful for a mid-range cost in general, so just nerfed a little to keep it around where it is after the buffs it is gaining this update from knowledge & the boss bonus multiplier going up.
}}
}}


=== [[Monkey Ace (BTD6)|Monkey Ace]] ===
=== [[Monkey Ace (BTD6)|Monkey Ace]] ===
{{BTD6 tower changes|quote=Limiting many changes to Ace for now, we feel that it wasn’t nerfed that badly from the bug fix and we also currently want it to stay one of the much higher level price tags. It has been performing incredibly well even as the most expensive paragon, however given it is very cooldown dependent and scaling that cooldown via degrees is going to be much harder now we want to wait and see the impact of the rest of that rework before anything more significant to it.|version=39.0|tower=Monkey Ace|paragon changes=*{{nerf|Cost per power increased|$25|$38.25/$45/$48.6/$54}}
{{BTD6 tower changes|quote 1=Limiting many changes to Ace for now, we feel that it wasn’t nerfed that badly from the bug fix and we also currently want it to stay one of the much higher level price tags. It has been performing incredibly well even as the most expensive paragon, however given it is very cooldown dependent and scaling that cooldown via degrees is going to be much harder now we want to wait and see the impact of the rest of that rework before anything more significant to it.|quote 1 tiers=paragon|version=39.0|tower=Monkey Ace|paragon changes=*{{nerf|Cost per power increased|$25|$38.25/$45/$48.6/$54}}
*{{nerf|Carpet Bomb: base cooldown increased|40s|45s}}
*{{nerf|name=Carpet Bomb|Base cooldown increased|40s|45s}}
*{{nerf|Has less Boss damage, especially on Elite and at higher Degrees}}
*{{nerf|Has less Boss damage, especially on Elite and at higher Degrees}}}}
|paragon quote=Limiting many changes to Ace for now, we feel that it wasn’t nerfed that badly from the bug fix and we also currently want it to stay one of the much higher level price tags. It has been performing incredibly well even as the most expensive paragon, however given it is very cooldown dependent and scaling that cooldown via degrees is going to be much harder now we want to wait and see the impact of the rest of that rework before anything more significant to it.}}


=== [[Wizard Monkey (BTD6)|Wizard Monkey]] ===
=== [[Wizard Monkey (BTD6)|Wizard Monkey]] ===
{{BTD6 tower changes|quote=Wizard was one of the more heavily impacted Paragons losing power from the bug fix, and had a few planned buffs aside from this anyway. We’re happy keeping it more on the expensive side with a higher skill requirement, so to keep justifying this higher price tag much more significant buffs were necessary to keep it in line.|version=39.0|tower=Wizard Monkey|paragon changes=
{{BTD6 tower changes|quote 1=Wizard was one of the more heavily impacted Paragons losing power from the bug fix, and had a few planned buffs aside from this anyway. We’re happy keeping it more on the expensive side with a higher skill requirement, so to keep justifying this higher price tag much more significant buffs were necessary to keep it in line.|quote 1 tiers=paragon|version=39.0|tower=Wizard Monkey|paragon changes=
*{{nerf|Cost per power increased|$25|$31.875/$37.5/$40.5/$45}}
*{{nerf|Cost per power increased|$25|$31.875/$37.5/$40.5/$45}}
*{{buff|Small Zombie sub projectile pierce increased|20|50}}
*{{buff|name=Small Zombie|Pierce increased|20|50}}
*{{buff|Draining Beam: base damage increased|50|200}}
*{{buff|name=Draining Beam|Base damage increased|50|200}}
*{{buff|Arcane Spike: damage to MOAB-Class increased|+200|+250}}
*{{buff|name=Arcane Spike|Damage to MOAB-Class increased|+200|+250}}
*{{buff|Arcane Spike: damage to Boss Bloons increased|+100|+150}}
*{{buff|name=Arcane Spike|Damage to Boss Bloons increased|+100|+150}}
*{{buff|Dark Phoenix Firebomb: now deals +50 damage to Boss Bloons}}
*{{buff|name=Dark Phoenix Firebomb|Now deals +50 damage to Boss Bloons}}
*{{buff|Metamorphosis Flamethrower: pierce increased|30|100}}
*{{buff|name=Metamorphosis Flamethrower|Pierce increased|30|100}}
*{{buff|Metamorphosis Flamethrower: damage to Boss Bloons increased|+500|+1000}}
*{{buff|name=Metamorphosis Flamethrower|Damage to Boss Bloons increased|+500|+1000}}
*{{nerf|Phoenix should no longer be immune to Vortex stun|fix=y}}
*{{nerf|Phoenix should no longer be immune to Vortex stun|fix=y}}
*{{nerf|Has less boss damage, especially on Elite and at higher Degrees}}
*{{nerf|Has less boss damage, especially on Elite and at higher Degrees}}}}
|paragon quote=Wizard was one of the more heavily impacted Paragons losing power from the bug fix, and had a few planned buffs aside from this anyway. We’re happy keeping it more on the expensive side with a higher skill requirement, so to keep justifying this higher price tag much more significant buffs were necessary to keep it in line.}}


=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
{{BTD6 tower changes|version=39.0|tower=Ninja Monkey|paragon changes=*{{nerf|Ninja Paragon has less Boss damage, especially on Elite and at higher Degrees}}
{{BTD6 tower changes|version=39.0|tower=Ninja Monkey|paragon changes=*{{nerf|Ninja Paragon has less Boss damage, especially on Elite and at higher Degrees}}
*{{neutral|Cost per power changed|$25|$21.25/$25/$27/$30}}|quote=No changes here for now - given that it did feel behind the other paragons previously, however this is the only paragon that actually got stronger from the bug fix rather than weaker
*{{neutral|Cost per power changed|$25|$21.25/$25/$27/$30}}|quote 1=No changes here for now - given that it did feel behind the other paragons previously, however this is the only paragon that actually got stronger from the bug fix rather than weaker|quote 1 tiers=paragon}}
|paragon quote=No changes here for now - given that it did feel behind the other paragons previously, however this is the only paragon that actually got stronger from the bug fix rather than weaker}}
Note: Despite what Ninja Kiwi said the Ascended Shadow did get a big boss damage nerf for most elite bosses.
Note: Despite what Ninja Kiwi said the Ascended Shadow did get a big boss damage nerf for most elite bosses.


=== [[Engineer Monkey (BTD6)|Engineer Monkey]] ===
=== [[Engineer Monkey (BTD6)|Engineer Monkey]] ===
{{BTD6 tower changes|version=39.0|tower=Engineer Monkey|paragon changes=*{{nerf|Has less Boss damage, especially on Elite and at higher Degrees}}
{{BTD6 tower changes|version=39.0|tower=Engineer Monkey|paragon changes=*{{nerf|Has less Boss damage, especially on Elite and at higher Degrees}}
*{{nerf|Cost per power increased|$25|$27.625/$32.5/$35.1/$39}}|quote=No changes here as well, we know some people are still hoping for a redesign in general, but with everything else about paragons uncertain this was not a good time for that. We also want to have another Paragon in the support category dealing a DPS role before we seriously consider taking away the current only dps in that category which is already well balanced with strong competitive use.
*{{nerf|Cost per power increased|$25|$27.625/$32.5/$35.1/$39}}|quote 1=No changes here as well, we know some people are still hoping for a redesign in general, but with everything else about paragons uncertain this was not a good time for that. We also want to have another Paragon in the support category dealing a DPS role before we seriously consider taking away the current only dps in that category which is already well balanced with strong competitive use.|quote 1 tiers=paragon}}
|paragon quote=No changes here as well, we know some people are still hoping for a redesign in general, but with everything else about paragons uncertain this was not a good time for that. We also want to have another Paragon in the support category dealing a DPS role before we seriously consider taking away the current only dps in that category which is already well balanced with strong competitive use.}}


== Release descriptions ==
== Release descriptions ==
Line 692: Line 698:
== Video ==
== Video ==
{{Youtube|-1M6aUdjzso}}
{{Youtube|-1M6aUdjzso}}
==Notes==
*The official update notes claim that the Target Focus ability lasts for 30 seconds, but it actually lasts for 15 seconds.


==References==
==References==