User:Drgoku282/Sandbox: Difference between revisions

From Blooncyclopedia, the independent Bloons knowledge base
Jump to navigation Jump to search
added balance changes from bug fixes
attack type changes for v52 as far I can tell
Line 49: Line 49:
|}
|}


== v52 changes ==
== v52 attack type changes ==
{{Quote|We wanted to focus heads down on getting the Frontier’s Campaign out before the end of the year, and due to how large of a project this ended up being we did not have the time in this update to go over our usual balance process and had to make do with the light list of changes that had already been looked at. We can’t make any promises on this as there is not much longer until we wrap up for the year and we expect it will be very busy already, but we will try to consider more light lift (numerical-only) balance along with minor v52 patches as time permits.|Update notes}}
Attacks that changed damage type


=== Towers ===
8 to 72


==== [[Dart Monkey (BTD6)|Dart Monkey]] ====
* Adora main
{{BTD6 tower changes
* Transforming Tonic eye laser
|version=52.0
* A lot of Corvus stuff
|tower=Dart Monkey
* 4xx dartling
|paragon changes=*{{nerf|Attack cooldown increased|0.4s|0.5s}}
* PMFC ability
*{{nerf|Bonus damage to Boss Bloons decreased|+80|+60}}
* 2xx+ druid lightning
*{{buff|Main attack: Damage increased|15|25|note=It is currently unkown if these changes affect the 6 split projectiles}}
* 4xx+ druid ball
|quote 1=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.
* Champion Sentry attack and explosion
|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.
* Everything energy from master builder (modified sentries, green red mega sentry, explosions)
}}
* Ezili main
* Genie Bottle
* Apache prime machine gun
* Gerry's Fire
* Alluring Melody Trance
* Obyn Main
* Psi main lv 6-10
* Rosalia laser lv 13+
* Mini Sun Avatar
* 040 Super
* 200, 201 to 203 and 210 to 240 Super
* 300 Super (check with MK)
* 400 and 500 Wizard (main)
* 030+ and 500 Wizard (Dragon's Breath)
* 040, 050 Phoenix (Lava Phoenix is still 8)


==== [[Bomb Shooter (BTD6)|Bomb Shooter]] ====
9 to 73
{{BTD6 tower changes
|version=52.0
|tower=Bomb Shooter
|changes 1=*{{nerf|Passive ability: Cooldown increased|60s|75s}}
|changes 1 tiers=xx5
|quote 1=Now that Bomb Blitz is much more reliable of a safety net we’re increasing its cooldown
|quote 1 tiers=xx5
}}


==== [[Desperado (BTD6)|Desperado]] ====
* Base Beast Handler
{{BTD6 tower changes
* A lot of Corvus stuff
|version=52.0
* 3xx dartling
|tower=Desperado
* Energy sentry
|changes 1=*{{buff|Area of effect: Number of shots required for activation decreased|55|50}}
* Geraldo attack
|changes 1 tiers=5xx
* Apache prime main
|changes 2=*{{nerf|Rifle: Damage reduced|12|10|note=It is currently unknown if further upgrades are affected}}
* Psi main lv 1-5
|changes 2 tiers=x3x
* Rosalia laser lv 1-12
|changes 3=*{{buff|Shotgun: Knockback multiplier for Lead and Ceramic Bloons increased|0×|−1×}}
* 000, 100 to 300, 010 to 050, 001 to 005 (main attack) Wizard
|changes 3 tiers=xx3
|changes 4=*{{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×}}
|changes 4 tiers=xx4
|changes 5=*{{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×}}
|changes 5 tiers=xx5
|path 1 tier 4 cost before=4800
|path 1 tier 4 cost after=5800
|path 1 tier 5 cost before=17500
|path 1 tier 5 cost after=16500
|path 3 tier 4 cost before=8500
|path 3 tier 4 cost after=6500
|quote 1=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.
|quote 2=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.
|quote 2 tiers=xx4+:x3x
|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+
}}


==== [[Heli Pilot (BTD6)|Heli Pilot]] ====
Other stuff
{{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]] ====
* Middle Druid Vines and Psi main cannot grab Frontier Legends Bloons
{{BTD6 tower changes
* Ezili heartstopper removes glass immunity
|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}}
*{{buff|Mini-Sun Avatar: No longer stop attacking if their parent tower is sold|fix=y}}
|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
}}
 
==== [[Spike Factory (BTD6)|Spike Factory]] ====
{{BTD6 tower changes
|version=52.0
|tower=Spike Factory
|changes 1=*{{buff|Damage over time: Solved an issue where the final tick of the damage was not being applied|fix=y}}
|changes 1 tiers=4xx+
|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
|changes 2=*{{neutral|Thrash attack: Solved an issue where the thrash interval was different when the tower was dragging or latching a Bloon|fix=y}}
|changes 2 tiers=3xx+
|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 ===
 
==== [[Gwendolin (BTD6)|Gwendolin]] ====
{{BTD6 hero changes
|version=52.0
|hero=Gwendolin
|changes 1 levels=8+
|changes 1=*{{buff|Main attack: Solved a problem where the number of projectiles was not being increased|fix=y}}
}}
 
==== [[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|−50%|−5%|fix=y}}
|changes 2 levels=6+
|changes 2=*{{nerf|Vision of Ice: Cannot longer attack in the range of towers other than Ice Monkeys|fix=y}}
}}


== TLDR Boss Strategy Guide ==
== TLDR Boss Strategy Guide ==

Revision as of 08:39, 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 attack type changes

Attacks that changed damage type

8 to 72

  • Adora main
  • Transforming Tonic eye laser
  • A lot of Corvus stuff
  • 4xx dartling
  • PMFC ability
  • 2xx+ druid lightning
  • 4xx+ druid ball
  • Champion Sentry attack and explosion
  • Everything energy from master builder (modified sentries, green red mega sentry, explosions)
  • Ezili main
  • Genie Bottle
  • Apache prime machine gun
  • Gerry's Fire
  • Alluring Melody Trance
  • Obyn Main
  • Psi main lv 6-10
  • Rosalia laser lv 13+
  • Mini Sun Avatar
  • 040 Super
  • 200, 201 to 203 and 210 to 240 Super
  • 300 Super (check with MK)
  • 400 and 500 Wizard (main)
  • 030+ and 500 Wizard (Dragon's Breath)
  • 040, 050 Phoenix (Lava Phoenix is still 8)

9 to 73

  • Base Beast Handler
  • A lot of Corvus stuff
  • 3xx dartling
  • Energy sentry
  • Geraldo attack
  • Apache prime main
  • Psi main lv 1-5
  • Rosalia laser lv 1-12
  • 000, 100 to 300, 010 to 050, 001 to 005 (main attack) Wizard

Other stuff

  • Middle Druid Vines and Psi main cannot grab Frontier Legends Bloons
  • Ezili heartstopper removes glass immunity

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.