User:Drgoku282/Sandbox: Difference between revisions
Primary towers done |
→v52 changes: military / magic done |
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|paragon quote=Dart Monkey’s paragon is currently far too cost effective for being the cheapest paragon so we are lowering its power, but this is mainly directly against bosses so its base damage will also increase to compensate against non-boss targets. We also want to note that the Juggernaut is currently unintentionally rebounding even off map borders, we have not fixed this for this update though will still be monitoring it for now. | |paragon quote=Dart Monkey’s paragon is currently far too cost effective for being the cheapest paragon so we are lowering its power, but this is mainly directly against bosses so its base damage will also increase to compensate against non-boss targets. We also want to note that the Juggernaut is currently unintentionally rebounding even off map borders, we have not fixed this for this update though will still be monitoring it for now. | ||
}} | }} | ||
Bomb Shooter | |||
==== [[Bomb Shooter (BTD6)|Bomb Shooter]] ==== | |||
{{BTD6 tower changes | {{BTD6 tower changes | ||
|version=52.0 | |version=52.0 | ||
| Line 70: | Line 71: | ||
|quote 1 tiers=xx5 | |quote 1 tiers=xx5 | ||
}} | }} | ||
==== [[Desperado (BTD6)|Desperado]] ==== | |||
{{BTD6 tower changes | {{BTD6 tower changes | ||
|version=52.0 | |version=52.0 | ||
| Line 100: | Line 101: | ||
|quote 3=Bottom path desperado on the other hand suffers on trickier maps due to its low range design so we are bumping up the knockback at all tiers and reducing Avenger’s cost. | |quote 3=Bottom path desperado on the other hand suffers on trickier maps due to its low range design so we are bumping up the knockback at all tiers and reducing Avenger’s cost. | ||
|quote 3 tiers=xx3+ | |quote 3 tiers=xx3+ | ||
}} | |||
==== [[Heli Pilot (BTD6)|Heli Pilot]] ==== | |||
{{BTD6 tower changes | |||
|version=52.0 | |||
|tower=Heli Pilot | |||
|changes 1=*{{nerf|MOAB Shove: Speed multiplier for BFBs increased|0.1×|0.11×}} | |||
*{{nerf|MOAB Shove: Speed multiplier for ZOMGs and DDTs increased|0.61×|0.75×|note=X-X-4 Comanche Defense unchanged (0× and 0.2× respectively). The previous value listed for the ZOMG multiplier in the patch notes has the Bigger Jets upgrades applied.}} | |||
|changes 1 tiers=xx3 | |||
|quote 1=MOAB Shove heli’s still stall ZOMGs incredibly efficiently for such a cheap tower, so we are furthering the previous nerf to ZOMG slow amount, still leaving Comanche Defense unchanged | |||
|quote 1 tiers=xx3 | |||
}} | |||
==== [[Super Monkey (BTD6)|Super Monkey]] ==== | |||
{{BTD6 tower changes | |||
|version=52.0 | |||
|tower=Super Monkey | |||
|changes 1=*{{nerf|Sacrifice value threshold for tier 1 benefits increased|$300+|$10,001+}} | |||
*{{nerf|Sacrifice value threshold for tier 2 benefits increased|$1,001+|$15,001+}} | |||
*{{nerf|Sacrifice value threshold for tier 3 benefits increased|$2,001+|$20,001+}} | |||
*{{nerf|Sacrifice value threshold for tier 4 benefits increased|$4,001+|$25,001+}} | |||
*{{nerf|Sacrifice value threshold for tier 5 benefits increased|$7,501+|$30,001+}} | |||
*{{nerf|Sacrifice value threshold for tier 6 benefits increased|$10,001+|$35,001+}} | |||
*{{nerf|Sacrifice value threshold for tier 7 benefits increased|$15,001+|$40,001+}} | |||
*{{nerf|Sacrifice value threshold for tier 8 benefits increased|$25,001+|$45,001+|note=Max sacrifice value unchanged ($50,001+)}} | |||
*{{nerf|Ballistic Missile (all versions): Minimum range increased|80 units|100 units}} | |||
|changes 1 tiers=4xx+ | |||
|quote 1=Half the bonuses for Temples were being unlocked for 1/5th the price, which ended up making it very awkward to balance a meaningful progression between these unlocks, as well as being difficult for players to remember when a new bonus unlocked. We are now spacing these thresholds out across more consistent intervals which for the most part spaces out major bonus unlocks on every 10k interval, and minor upgrades on the 5k spaces between. Lastly, we’re increasing the minimum range requirement on the Military missile further as we want it to still be very powerful, but limited enough by this factor that you wouldn’t want it on too many temples | |||
|quote 1 tiers=4xx+ | |||
}} | |||
==== [[Mermonkey (BTD6)|Mermonkey]] ==== | |||
{{BTD6 tower changes | |||
|version=52.0 | |||
|tower=Mermonkey | |||
|changes 1=*{{buff|Attack cooldown bonus increased|15%|20%}} | |||
|changes 1 tiers=1xx+ | |||
|changes 2=*{{buff|Attack cooldown bonus increased|18%|25%}} | |||
|changes 2 tiers=2xx+ | |||
|changes 3=*{{nerf|Tentacle attack: Pierce reduced|24|20}} | |||
|changes 3 tiers=3xx | |||
|changes 4=*{{nerf|Tentacle attack: Pierce reduced|32|30}} | |||
|changes 4 tiers=4xx | |||
|changes 5=*{{buff|Projectile speed increased|100 units/s|110 units/s}} | |||
|changes 5 tiers=x3x | |||
|changes 6=*{{buff|Range bonus per stack increased|+6%|+10%|note=Maximum range bonus increased from +60% to +100%}} | |||
|changes 6 tiers=xx2 | |||
|changes 7=*{{buff|Trance: Pierce increased|4|5}} | |||
|changes 7 tiers=xx3 | |||
|changes 8=*{{buff|Trance: Pierce increased|8|10}} | |||
|changes 8 tiers=xx4 | |||
|base cost before=375 | |||
|base cost after=275 | |||
|path 2 tier 2 cost before=300 | |||
|path 2 tier 2 cost after=225 | |||
|path 2 tier 3 cost before=1900 | |||
|path 2 tier 3 cost after=1100 | |||
|path 3 tier 2 cost before=380 | |||
|path 3 tier 2 cost after=280 | |||
|quote 1=Last update many players felt blindsided when Brickell stopped applying her buff to Mermonkeys since there was no mention in the balance changes section. We would like to apologize for that - it was tasked internally as a bug as it was indeed unintended to work that way. We then left the issue alone for a long time, mostly due to other more pressing matters, and this issue fell through the cracks. In retrospect, it would have been better to treat this as balance rather than a simple bug fix due to how much time had passed. Reading through your feedback, we did consider just reverting the change, however the bigger issue that the feedback reinforced to us was that players considered Mermonkey to be so bad that it was only a "good" tower when used in combination with a single, water-only hero. | |||
This sort of forced synergy goes against our design intentions - namely that Mermonkey being our signature amphibious tower should be able to stand on its own without being balance-locked to an interaction with a single hero. With all that in mind, we feel Mermonkey's highest priority right now is large sweeping buffs to each of the paths, so most of the following changes are our first step towards this starting from the low tier crosspaths. | |||
|quote 1 tiers=000;1xx+;x2x;x3x;xx2;xx3;xx4 | |||
}} | }} | ||