User:Drgoku282/Sandbox: Difference between revisions
→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
| 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
— Update notes
| Tiers | Changes |
|---|---|
| 5-5-5 Apex Plasma Master |
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— Update notes
| Tiers | Changes |
|---|---|
| X-X-5 Bomb Blitz |
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— Update notes
| Tiers | Changes |
|---|---|
| 4-X-X Twin Sixes |
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| 5-X-X The Blazing Sun |
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| X-3-X Deadeye |
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| X-X-3 Enforcer |
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| X-X-4 Avenger |
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| X-X-5 The Desert Phantom |
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— Update notes
| Tiers | Changes |
|---|---|
| X-X-3 MOAB Shove |
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— Update notes
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple (and further upgrades) |
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— Update notes
| Tiers | Changes |
|---|---|
| 0-0-0 base tower |
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| 1-X-X Trident Efficiency (and further upgrades) |
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| 2-X-X Trident Swiftness (and further upgrades) |
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| 3-X-X Abyss Dweller |
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| 4-X-X Abyssal Warrior |
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| X-2-X Tidal Chill |
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| X-3-X Riptide Champion |
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| X-X-2 Echosense Network |
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| X-X-3 Alluring Melody |
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| X-X-4 Symphonic Resonance |
|
— Update notes
| Tiers | Changes |
|---|---|
| 5-5-5 Mega Massive Munitions Factory |
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— Update notes
| Tiers | Changes |
|---|---|
| 5-5-5 Master Builder |
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— Update notes
| Tiers | Changes |
|---|---|
| X-3-X Velociraptor |
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Heroes
— Update notes
| Levels | Changes |
|---|---|
| 3−8 |
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| 9+ |
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| 3−7 |
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| 8−13 |
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| 14+ |
|
— Update notes
| Levels | Changes |
|---|---|
| 10−19 |
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| 20 |
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— Update notes
| Levels | Changes |
|---|---|
| 3+ |
|
| Levels | Changes |
|---|---|
| 1+ |
|
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.