User:Drgoku282/Sandbox: Difference between revisions

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→v52 changes: military / magic done
→v52 changes: Should be ready for main
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== v52 changes ==
== v52 changes ==
=== Towers ===


==== [[Dart Monkey (BTD6)|Dart Monkey]] ====
==== [[Dart Monkey (BTD6)|Dart Monkey]] ====
Line 163: Line 165:
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.
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
|quote 1 tiers=000;1xx+;x2x;x3x;xx2;xx3;xx4
}}
==== [[Spike Factory (BTD6)|Spike Factory]] ====
{{BTD6 tower changes
|version=52.0
|tower=Spike Factory
|paragon changes=*{{nerf|Main Attack: Cooldown increased|10s|11s}}
*{{nerf|Main Attack: Damage reduced|140|100}}
*{{nerf|Mine Mini-explosion: Damage reduced|240|120}}
*{{nerf|Mini-spike: Bonus damage to MOAB-Class Bloons reduced|+160|+100}}
*{{nerf|Carpet of Spikes: Bonus damage to Boss Bloons reduced|+1,500|+800}}
*{{buff|Carpet of Spikes: Bonus damage to MOAB-Class Bloons increased|+100|+300}}
|quote 1=It seems we really overtuned Spike Paragon with its last changes, and it has dominated most boss events ever since, so it is being reeled back in again.
|paragon quote=It seems we really overtuned Spike Paragon with its last changes, and it has dominated most boss events ever since, so it is being reeled back in again.
}}
==== [[Engineer Monkey (BTD6)|Engineer Monkey]] ====
{{BTD6 tower changes
|version=52.0
|tower=Engineer Monkey
|paragon changes=*{{nerf|Power Glove ability: Bonus range given to Monkey Villages decreased|+25%|+15%}}
*{{nerf|Power Glove ability: Cooldown increased|45s|90s}}
*{{buff|Power Glove ability: Overclock area of effect radius increased|24 units|30 units}}
*{{buff|Power Glove ability: Overclock area of effect duration increased|15s|30s}}
|quote 1=Engi Paragon is too good across the board since the addition of its Overclock ability, we’re moving the Village Range buff in line with the normal overclock, and nerfing its ability cooldown so that higher degrees are required to keep a high uptime buffing other paragons. Since the AoE overclock is unique to the Engineer Paragon and not aimed at other Paragons that part of the ability is instead being improved on.
|paragon quote=Engi Paragon is too good across the board since the addition of its Overclock ability, we’re moving the Village Range buff in line with the normal overclock, and nerfing its ability cooldown so that higher degrees are required to keep a high uptime buffing other paragons. Since the AoE overclock is unique to the Engineer Paragon and not aimed at other Paragons that part of the ability is instead being improved on.
}}
==== [[Beast Handler (BTD6)|Beast Handler]] ====
{{BTD6 tower changes
|version=52.0
|tower=Beast Handler
|changes 1=*{{nerf|Pierce reduced|14|12}}
*{{nerf|Pierce scaling with Beast Power reduced|+21|+18|note=With both changes combined the pierce at maximum Beast Power is reduced from 35 to 30}}
|changes 1 tiers=x3x
|quote 1=The Middle Path beast handler is too effective at grouped popping for how much damage it can dish out and is having its pierce reduced.
|quote 1 tiers=x3x
}}
=== Heroes ===
==== [[Striker Jones (BTD6)|Striker Jones]] ====
{{BTD6 hero changes
|version=52.0
|hero=Striker Jones
|quote=Striker Jones’ Concussive Shell has been working as too much of a heavy carry for how quickly it recharges, it will now have a little less pierce & the reduced MOAB duration now applies from Lv3 instead of Lv9, and will have even less duration against higher tier MOAB-Classes.
|changes 1 levels=3−8
|changes 1=*{{nerf|Concussive Shell ability: Pierce reduced|48|36}}
|changes 2 levels=9+
|changes 2=*{{nerf|Concussive Shell ability: Pierce reduced|58|48}}
|changes 3 levels=3−7
|changes 3=*{{nerf|Concussive Shell ability: Stun duration for MOABs and DDTs reduced|1s|0.6s|note=Level 9+ unchanged (2.4s)}}
*{{nerf|Concussive Shell ability: Stun duration for BFBs reduced|1s|0.45s}}
*{{nerf|Concussive Shell ability: Stun duration for ZOMGs reduced|1s|0.3s}}
|changes 4 levels=8−13
|changes 4=*{{nerf|Concussive Shell ability: Stun duration for BFBs reduced|2.4s|1.8s}}
*{{nerf|Concussive Shell ability: Stun duration for ZOMGs reduced|2.4s|1.2s}}
|changes 5 levels=14+
|changes 5=*{{nerf|Concussive Shell ability: Stun duration for BFBs reduced|3.6s|2.7s}}
*{{nerf|Concussive Shell ability: Stun duration for ZOMGs reduced|3.6s|1.8s}}
}}
==== [[Obyn Greenfoot (BTD6)|Obyn Greenfoot]] ====
{{BTD6 hero changes
|version=52.0
|hero=Obyn Greenfoot
|quote=As Obyn’s value has climbed significantly, we no longer feel his Wall of Trees needs to continue being as strong as it is to prop him up, and so its pierce is being reduced.
|changes 1 levels=10−19
|changes 1=*{{nerf|Wall of Trees: Pierce reduced|3,000|2,500}}
|changes 2 levels=20
|changes 2=*{{nerf|Wall of Trees: Pierce reduced|9,001|7,500}}
}}
==== [[Psi (BTD6)|Psi]] ====
{{BTD6 hero changes
|version=52.0
|hero=Psi
|quote=Psi should be quite strong given their position in the game, but is performing a little too well so we are slightly reducing their Lv3 ability cooldown rate.
|changes 1 levels=3+
|changes 1=*{{nerf|Psychic Blast ability: Cooldown increased|40s|45s}}
}}
==== [[Silas (BTD6)|Silas]] ====
{{BTD6 hero changes
|version=52.0
|hero=Silas
|changes 1 levels=1+
|changes 1=*{{nerf|Rime: Speed reduction for BFBs, ZOMGs and DDTs is less effective|−5%|−50%|fix=y}}
}}
}}



Revision as of 04:40, 3 December 2025

Hello world

Things I have to maintain on a new version of BTD6 so I don't forget

This section was last updated for: version 51.2
Things checklist
Thing Updated
List of attack cooldown multipliers in BTD6 Yes
Activated Ability list Yes
Footprint Yes
Targeting option Yes
Camo detection Yes
Double Cash Mode list Yes
Strategy:Rogue Legends Yes
Strategy:Bloonarius Yes
Strategy:Lych No
Strategy:Vortex No
Strategy:Dreadbloon No
Strategy:Phayze No
Strategy:Blastapopoulos No

v52 changes

Towers

“
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.
— Update notes
”
Tiers Changes
5-5-5 Apex Plasma Master
  • Nerf Attack cooldown increased ― 0.4s → 0.5s
  • Nerf Bonus damage to Boss Bloons decreased ― +80 → +60
  • Buff Main attack: Damage increased ― 15 → 25
    • Note: It is currently unkown if these changes affect the 6 split projectiles
“
Now that Bomb Blitz is much more reliable of a safety net we’re increasing its cooldown
— Update notes
”
Tiers Changes
X-X-5 Bomb Blitz
  • Nerf Passive ability: Cooldown increased ― 60s → 75s
“
Top and Middle Desperado favour lower tiers too much so we’re doing a light shift on these to more favour upgrades without improving them too much. 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.
— Update notes
”
Tiers Changes
4-X-X Twin Sixes
  • Nerf Upgrade cost increased ― $4,800 → $5,800
5-X-X The Blazing Sun
  • Buff Upgrade cost reduced ― $17,500 → $16,500
    • Neutral Overall cost is unchanged (due to cost changes for previous tiers)
  • Buff Area of effect: Number of shots required for activation decreased ― 55 → 50
X-3-X Deadeye
  • Nerf Rifle: Damage reduced ― 12 → 10
    • Note: It is currently unknown if further upgrades are affected
X-X-3 Enforcer
  • Buff Shotgun: Knockback multiplier for Lead and Ceramic Bloons increased ― 0× → −1×
X-X-4 Avenger
  • Buff Upgrade cost reduced ― $8,500 → $6,500
  • Buff Shotgun: Knockback multiplier for MOAB-Class Bloons increased ― −0.1× → −1×
  • Buff Shotgun: Knockback multiplier for Lead and Ceramic Bloons increased ― −1× → −2×
  • Buff Shotgun: Knockback multiplier for Rainbow and below Bloons increased ― −1× → −2×
X-X-5 The Desert Phantom
  • Buff Shotgun: Knockback multiplier for MOAB-Class Bloons increased ― −1× → −2×
  • Buff Shotgun: Knockback multiplier for Lead and Ceramic Bloons increased ― −2× → −3×
  • Buff Shotgun: Knockback multiplier for Rainbow and below Bloons increased ― −2× → −3×
“
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
— Update notes
”
Tiers Changes
X-X-3 MOAB Shove
  • 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.
“
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
— Update notes
”
Tiers Changes
4-X-X Sun Temple (and further upgrades)
  • 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
“
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.
— Update notes
”
Tiers Changes
0-0-0 base tower
  • Buff Cost reduced ― $375 → $275
1-X-X Trident Efficiency (and further upgrades)
  • Buff Attack cooldown bonus increased ― 15% → 20%
2-X-X Trident Swiftness (and further upgrades)
  • Buff Attack cooldown bonus increased ― 18% → 25%
3-X-X Abyss Dweller
  • Nerf Tentacle attack: Pierce reduced ― 24 → 20
4-X-X Abyssal Warrior
  • Nerf Tentacle attack: Pierce reduced ― 32 → 30
X-2-X Tidal Chill
  • Buff Upgrade cost reduced ― $300 → $225
    • Buff Overall cost reduced by $175 (due to cost changes for previous tiers)
X-3-X Riptide Champion
  • Buff Upgrade cost reduced ― $1,900 → $1,100
    • Buff Overall cost reduced by $975 (due to cost changes for previous tiers)
  • Buff Projectile speed increased ― 100 units/s → 110 units/s
X-X-2 Echosense Network
  • Buff Upgrade cost reduced ― $380 → $280
    • Buff Overall cost reduced by $200 (due to cost changes for previous tiers)
  • Buff Range bonus per stack increased ― +6% → +10%
    • Note: Maximum range bonus increased from +60% to +100%
X-X-3 Alluring Melody
  • Buff Trance: Pierce increased ― 4 → 5
X-X-4 Symphonic Resonance
  • Buff Trance: Pierce increased ― 8 → 10
“
It seems we really overtuned Spike Paragon with its last changes, and it has dominated most boss events ever since, so it is being reeled back in again.
— Update notes
”
Tiers Changes
5-5-5 Mega Massive Munitions Factory
  • Nerf Main Attack: Cooldown increased ― 10s → 11s
  • Nerf Main Attack: Damage reduced ― 140 → 100
  • Nerf Mine Mini-explosion: Damage reduced ― 240 → 120
  • Nerf Mini-spike: Bonus damage to MOAB-Class Bloons reduced ― +160 → +100
  • Nerf Carpet of Spikes: Bonus damage to Boss Bloons reduced ― +1,500 → +800
  • Buff Carpet of Spikes: Bonus damage to MOAB-Class Bloons increased ― +100 → +300
“
Engi Paragon is too good across the board since the addition of its Overclock ability, we’re moving the Village Range buff in line with the normal overclock, and nerfing its ability cooldown so that higher degrees are required to keep a high uptime buffing other paragons. Since the AoE overclock is unique to the Engineer Paragon and not aimed at other Paragons that part of the ability is instead being improved on.
— Update notes
”
Tiers Changes
5-5-5 Master Builder
  • Nerf Power Glove ability: Bonus range given to Monkey Villages decreased ― +25% → +15%
  • Nerf Power Glove ability: Cooldown increased ― 45s → 90s
  • Buff Power Glove ability: Overclock area of effect radius increased ― 24 units → 30 units
  • Buff Power Glove ability: Overclock area of effect duration increased ― 15s → 30s
“
The Middle Path beast handler is too effective at grouped popping for how much damage it can dish out and is having its pierce reduced.
— Update notes
”
Tiers Changes
X-3-X Velociraptor
  • Nerf Pierce reduced ― 14 → 12
  • Nerf Pierce scaling with Beast Power reduced ― +21 → +18
    • Note: With both changes combined the pierce at maximum Beast Power is reduced from 35 to 30

Heroes

“
Striker Jones’ Concussive Shell has been working as too much of a heavy carry for how quickly it recharges, it will now have a little less pierce & the reduced MOAB duration now applies from Lv3 instead of Lv9, and will have even less duration against higher tier MOAB-Classes.
— Update notes
”
Levels Changes
3−8
  • Nerf Concussive Shell ability: Pierce reduced ― 48 → 36
9+
  • Nerf Concussive Shell ability: Pierce reduced ― 58 → 48
3−7
  • Nerf Concussive Shell ability: Stun duration for MOABs and DDTs reduced ― 1s → 0.6s
    • Note: Level 9+ unchanged (2.4s)
  • Nerf Concussive Shell ability: Stun duration for BFBs reduced ― 1s → 0.45s
  • Nerf Concussive Shell ability: Stun duration for ZOMGs reduced ― 1s → 0.3s
8−13
  • Nerf Concussive Shell ability: Stun duration for BFBs reduced ― 2.4s → 1.8s
  • Nerf Concussive Shell ability: Stun duration for ZOMGs reduced ― 2.4s → 1.2s
14+
  • Nerf Concussive Shell ability: Stun duration for BFBs reduced ― 3.6s → 2.7s
  • Nerf Concussive Shell ability: Stun duration for ZOMGs reduced ― 3.6s → 1.8s
“
As Obyn’s value has climbed significantly, we no longer feel his Wall of Trees needs to continue being as strong as it is to prop him up, and so its pierce is being reduced.
— Update notes
”
Levels Changes
10−19
  • Nerf Wall of Trees: Pierce reduced ― 3,000 → 2,500
20
  • Nerf Wall of Trees: Pierce reduced ― 9,001 → 7,500
“
Psi should be quite strong given their position in the game, but is performing a little too well so we are slightly reducing their Lv3 ability cooldown rate.
— Update notes
”
Levels Changes
3+
  • Nerf Psychic Blast ability: Cooldown increased ― 40s → 45s
Levels Changes
1+
  • Nerf Rime: Speed reduction for BFBs, ZOMGs and DDTs is less effective ― −5% → −50% (bug fix)

TLDR Boss Strategy Guide

This will beat the boss 83.3% of the time (screw you dreadbloon):

  • Step 1: Free dart
  • Step 2: Farm
  • Step 3: Elite Defender
  • Step 4: MAD
  • Step 5: Spam paragons
  • Step 6: ???
  • Step 7: Profit!

Hero selection

99% of the time will be Geraldo if he's available, otherwise Ben. A cheap hero if you just need early game defense (spoiler: will be Gwen or Ezili, maybe Quincy). Brickell or Adora for tower spam strategies. You can ignore the rest.

Bosses

Bloonarius

In lower tiers, just divide defenses between damaging the boss and dealing with the spawns. Once a paragon enters the field, it will just melt Bloonarius and its spawns.

Lych

Elite Defender erases tier 1. In the mid game you might also need to divide defenses between damaging Lych and dealing with resurrected MOABs. In later tiers the paragons will destroy everything on single lane maps but need to be careful with DDTs on multi-lanes.

Vortex

Just don't put all your defense on the same spot, attack from afar is really good.

Dreadbloon

Use primary towers to deal with the rock bloons. One main source of damage works well with a secondary defense to defend the immunity phase. Don't make paragons of the same category during the late game.

Phayze

See vortex. Don't use radar scanner or Etienne. On razor-thin defenses the last skull might be difficult due bloons being very close to the exit and Phayze loves to troll.

Blastapopoulos

Just ignore the heat mechanic and pray it doesn't come up at the wrong time. otherwise, just exit the game and retry the round.

Ranked Mode

Fastest Time

Min-max everything. Spam overdrives or carpet of spikes for lower tiers and just make OP paragons on the later tiers. Bloonarius can be insta-killed.

Least Cash

Single paragon tend to be the better strategies, low tier tower spam can get you far. Normal can be beaten without farming most of the time. Time will rarely matter.

Least Tiers

Farming is done by just one or two farms plus possibly monkeyopolis. Farm efficiency and overclock is important to use all the cash in a paragon. Normal will be solved pretty quickly and if the week is easy you'll see 2k+ players with the same score, looking at you 2024-11-23 Blastapopoulos and 2025-06-16 Phayze.