Update history:Bloons TD 6/Version 39.0: Difference between revisions
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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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* 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}} | |||
* | * The first page of Beginner Difficulty has now been rearranged | ||
==== [[Skates]] ==== | ==== [[Skates]] ==== | ||
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| tower = Glue Gunner | | tower = Glue Gunner | ||
| changes 1 tiers = 3XX | | changes 1 tiers = 3XX | ||
| changes 1 = *{{buff| | | changes 1 = *{{buff|DoT tick rate increased|0.575s|0.5s}} | ||
| quote 2 = 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. | ||
| changes 2 tiers = X4X | | changes 2 tiers = X4X | ||
| changes 2 = *{{nerf| | | 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...--> | ||
| changes 3 tiers = X4X;X5X | | changes 3 tiers = X4X;X5X | ||
| changes 3 = *{{buff| Ability can now hit MOAB-Class Bloons without needing Corrosive Glue}} | | changes 3 = *{{buff|name=Ability|Now can now hit MOAB-Class Bloons without needing Corrosive Glue}} | ||
| changes 4 tiers = X5X | | changes 4 tiers = X5X | ||
| changes 4 = *{{nerf| | | 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)}} | ||
*{{buff| | *{{buff|name=Ability|"Storm" attack cooldown reduced|2s|1s}} | ||
| changes 5 tiers = 140+ | | changes 5 tiers = 140+ | ||
| changes 5 = *{{buff| | | changes 5 = *{{buff|name=Ability|Layers glued increased|3|Infinite}} | ||
| quote 1 tiers = x4x;x5x | | quote 1 tiers = x4x;x5x | ||
| quote 2 tiers = 3xx | | quote 2 tiers = 3xx | ||
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| path 2 tier 5 cost after = 29000 | | path 2 tier 5 cost after = 29000 | ||
| changes 1 tiers = X5X | | changes 1 tiers = X5X | ||
| changes 1 = *{{buff| | | 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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| tower = Monkey Buccaneer | | tower = Monkey Buccaneer | ||
| changes 1 tiers = XX4;XX5;Paragon | | changes 1 tiers = XX4;XX5;Paragon | ||
| changes 1 = *{{nerf|Favored Trades buff | | changes 1 = *{{nerf|name=Favored Trades buff|No longer affects Paragon upgrades|fix=y}} | ||
| changes 2 tiers = 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}} | ||
| Line 233: | Line 233: | ||
| 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 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 = 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. | ||
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| tower = Mortar Monkey | | tower = Mortar Monkey | ||
| changes 1 tiers = 000;1xx;x1x+;xx1+ | | changes 1 tiers = 000;1xx;x1x+;xx1+ | ||
| changes 1 = *{{buff|Explosion | | changes 1 = *{{buff|name=Explosion<!--needed bc burny exists-->|Damage increased|1|2}} | ||
| changes 2 tiers = 000;X1X+;XX1+ | | changes 2 tiers = 000;X1X+;XX1+ | ||
| changes 2 = *{{nerf|Explosion | | changes 2 = *{{nerf|name=Explosion<!--needed bc burny exists-->|Pierce reduced|40|25|note=Bigger Blast and its subsequent upgrades unchanged}} | ||
| changes 3 tiers = 2XX;3XX | | changes 3 tiers = 2XX;3XX | ||
| changes 3 = *{{buff| | | 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}} | ||
| changes 4 tiers = X5X | | changes 4 tiers = X5X | ||
| changes 4 = *{{buff| | | changes 4 = *{{buff|name=Explosion|Main attack explosion radius increased|20|23}} | ||
*{{buff| | *{{buff|name=Explosion|attack cooldown delay reduced|0.27s|0.0675s}} | ||
*{{nerf| | *{{nerf|name=Explosion|bonus Ceramic damage reduced|+12|+3}} | ||
*{{nerf| | *{{nerf|name=Explosion|bonus Lead damage reduced|+4|+1}} | ||
*{{nerf| | *{{nerf|name=Explosion|bonus Fortified damage reduced|+4|+1}} | ||
*{{nerf| | *{{nerf|name=Explosion|bonus MOAB damage reduced|+4|+1}} | ||
| changes 5 tiers = X3X+ | | changes 5 tiers = X3X+ | ||
| changes 5 = *{{buff|Lead/Mortar/Fortified bonuses should all stack their bonuses on single targets|fix=y}} | | changes 5 = *{{buff|name=Explosion|Lead/Mortar/Fortified bonuses should all stack their bonuses on single targets|fix=y}} | ||
| changes 6 tiers = XX3+ | | changes 6 tiers = XX3+ | ||
| changes 6 = *{{nerf|Decamo explosion | | changes 6 = *{{nerf|name=Decamo explosion|Pierce reduced|80|50|note=Bigger Blasts crosspath remains at 90 pierce|undoc=y}} | ||
| 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. | | 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. | ||
| 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 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. | ||
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| path 2 tier 5 cost after = 50000 | | path 2 tier 5 cost after = 50000 | ||
| changes 1 tiers = 120+ | | changes 1 tiers = 120+ | ||
| changes 1 = *{{buff|Wall of Fire | | changes 1 = *{{buff|name=Wall of Fire|Duration increased|5.5s|6.5s}} | ||
| changes 2 tiers = 140+ | | changes 2 tiers = 140+ | ||
| changes 2 = *{{buff|Guided Magic crosspath grants | | changes 2 = *{{buff|name=Phoenix – Flame|Guided Magic crosspath now grants light seeking to the Phoenix flames}} | ||
| changes 3 tiers = X5X | | changes 3 tiers = X5X | ||
| changes 3 = *{{nerf|Lava Phoenix | | changes 3 = *{{nerf|name=Lava Phoenix – Meteor|pierce reduced|500|300}} | ||
| changes 4 tiers = XX3+ | | changes 4 tiers = XX3+ | ||
| changes 4 = *{{ | | changes 4 = *{{nerf|name=Shimmer|Targeting range now matches tower range|80|60}} | ||
*{{buff|Shimmer | *{{buff|name=Shimmer|Effect radius set to 25% more than tower range|70|75}} | ||
| changes 5 tiers = XX5 | | changes 5 tiers = XX5 | ||
| changes 5 = *{{buff|Range increased|60|80}} | | changes 5 = *{{buff|Range increased|60|80}} | ||
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| tower = Super Monkey | | tower = Super Monkey | ||
| changes 1 tiers = 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 | | 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 | *{{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. | ||
| changes 2 tiers = 041+ | | changes 2 tiers = 041+ | ||
| changes 2 = *{{buff| | | changes 2 = *{{buff|name=Ability|No longer knocks Bloons forward in some cases|fix=y}} | ||
| quote 1 tiers = 4xx | | quote 1 tiers = 4xx | ||
}} | }} | ||
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| tower = Ninja Monkey | | tower = Ninja Monkey | ||
| changes 1 tiers = XX3;XX4;XX5 | | changes 1 tiers = XX3;XX4;XX5 | ||
| changes 1 = *{{buff|Flash Bomb | | changes 1 = *{{buff|name=Flash Bomb|Stun duration increased|1s|1.3s}} | ||
| 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. | | 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. | ||
| changes 2 tiers = XX5 | | changes 2 tiers = XX5 | ||
| changes 2 = *{{ | | changes 2 = *{{rate change|name=Sticky Bomb|2|5}} | ||
*{{buff|Sticky Bomb | *{{buff|name=Sticky Bomb – Impact|Damage increased|1000|3000}} | ||
*{{buff|Sticky Bomb | *{{buff|name=Sticky Bomb – AoE|Damage increased|300|600}} | ||
| quote 1 tiers = xx5 | | quote 1 tiers = xx5 | ||
| quote 2 tiers = xx3;xx4 | | quote 2 tiers = xx3;xx4 | ||
| Line 349: | Line 349: | ||
| tower = Alchemist | | tower = Alchemist | ||
| changes 1 tiers = 220+ | | changes 1 tiers = 220+ | ||
| changes 1 = *{{nerf| | | 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}} | ||
| changes 2 tiers = X4X;X5X | | changes 2 tiers = X4X;X5X | ||
| changes 2 = *{{buff| | | changes 2 = *{{buff|name=Ability|Damage now soaks through layers}} | ||
| changes 3 tiers = X5X | | changes 3 tiers = 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}} | ||
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=== [[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 | ||
| Line 366: | Line 367: | ||
| tower = Druid | | tower = Druid | ||
| changes 1 tiers = x2xc;x3x+ | | changes 1 tiers = x2xc;x3x+ | ||
| changes 1 = *{{buff| | | 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).}} | ||
| changes 2 tiers = X4X | | changes 2 tiers = X4X | ||
| changes 2 = *{{buff| | | changes 2 = *{{buff|Now generates 1 life at the end of each round}} | ||
| changes 3 tiers = X4X;X5X | | changes 3 tiers = X4X;X5X | ||
| changes 3 = *{{nerf|Track bramble | | changes 3 = *{{nerf|name=Track bramble|Pierce reduced|40|30}} | ||
| changes 4 tiers = 4XX;5XX | | changes 4 tiers = 4XX;5XX | ||
| changes 4 = *{{buff|Ball | | changes 4 = *{{buff|name=Lightning Ball|Freeze chance increased|25%|100%}} | ||
| quote 1 tiers = x4x;x5x | | quote 1 tiers = x4x;x5x | ||
|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 | |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 | ||
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| all tier 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}} | ||
| changes 1 tiers = X3X;X4X | | changes 1 tiers = X3X;X4X | ||
| changes 1 = *{{buff| | | 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. | ||
| changes 2 tiers = X4X | | changes 2 tiers = X4X | ||
| changes 2 = *{{buff| | | changes 2 = *{{buff|name=Ability attack|Bonus damage to MOAB-class increased|+4|+9}} | ||
| changes 3 tiers = X5X | | changes 3 tiers = X5X | ||
| changes 3 = *{{nerf| | | changes 3 = *{{nerf|name=Main attack|Attack cooldown reduced|0.33s|0.49s}} | ||
*{{buff| | *{{buff|name=Main attack|Bonus damage to MOAB-class increased|+5|+9}} | ||
*{{buff| | *{{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 | ||
| Line 406: | Line 406: | ||
| tower = Engineer Monkey | | tower = Engineer Monkey | ||
| changes 1 tiers = 501;502 | | changes 1 tiers = 501;502 | ||
| changes 1 = *{{buff| | | changes 1 = *{{buff|name=Sentry Explosion|Crosspath benefit to pierce bonus increased|+1|+21|note=Pierce increased from 51 to 70}} | ||
| 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 = 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 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. | | 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. | ||
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=== [[Beast Handler (BTD6)|Beast Handler]] === | === [[Beast Handler (BTD6)|Beast Handler]] === | ||
{{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|version=39.0|tower=Beast Handler | {{BTD6 tower changes|version=39.0|tower=Beast Handler | ||
|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. | |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. | ||
| Line 444: | Line 445: | ||
|changes 1 quote above=2 | |changes 1 quote above=2 | ||
| changes 1 tiers=1xx+;x1x+;xx1+ | | changes 1 tiers=1xx+;x1x+;xx1+ | ||
|changes 1= *{{nerf|Beast | |changes 1= *{{nerf|name=Beast|Reposition cooldown increased|0.5s|5s}} | ||
|changes 2 quote above=3 | |changes 2 quote above=3 | ||
| changes 2 tiers = 3XX | | changes 2 tiers = 3XX | ||
| changes 2 = *{{buff|Great White | | 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}} | ||
| changes 3 tiers = 4XX | | changes 3 tiers = 4XX | ||
| changes 3 = *{{buff|Orca max bonus pierce from merge increased|24|40|note=Max-power pierce increased from 44 to 60}} | | changes 3 = *{{buff|name=Orca|max bonus pierce from merge increased|24|40|note=Max-power pierce increased from 44 to 60}} | ||
|changes 4 quote above=4 | |changes 4 quote above=4 | ||
| changes 4 tiers = X2X;X3X | | changes 4 tiers = X2X;X3X | ||
| changes 4 = *{{ | | changes 4 = *{{rate change|0.9|1}} | ||
*{{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}} | ||
| changes 5 tiers = X5X | | changes 5 tiers = X5X | ||
| changes 5 = *{{buff|Giganotosaurus | | changes 5 = *{{buff|name=Giganotosaurus|Now ignores line of sight}} | ||
*{{buff| | *{{buff|name=Ability|cooldown reduced|35s|25s|note=Max-power and mid-power ability cooldowns also decreased}} | ||
| changes 6 tiers = X4X | | changes 6 tiers = X4X | ||
| changes 6 = *{{nerf|Tyrannosaurus Rex should no longer double cooldown buffs from Energizer sub|fix=y}} | | changes 6 = *{{nerf|Tyrannosaurus Rex should no longer double cooldown buffs from Energizer sub|fix=y}} | ||
| Line 466: | Line 467: | ||
|changes 7 quote above=5 | |changes 7 quote above=5 | ||
| changes 7 tiers = XX2 | | changes 7 tiers = XX2 | ||
| changes 7 = *{{nerf|Horned Owl pierce reduced|8|6}} | | changes 7 = *{{nerf|name=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}} | ||
| changes 8 tiers = XX4 | | changes 8 tiers = XX4 | ||
| changes 8 = *{{buff|Condor | | changes 8 = *{{buff|name=Condor|At Max beast power, it can now attack ungrabbable MOAB-class Bloons (i.e. BADs and Bosses)}} | ||
*{{nerf|Condor MOAB pierce penalty increased|+9|+14}} | *{{nerf|name=Condor|MOAB pierce penalty increased|+9|+14}} | ||
*{{nerf|Condor BFB pierce penalty increased|+29|+44}} | *{{nerf|name=Condor|BFB pierce penalty increased|+29|+44}} | ||
| changes 9 tiers = XX5 | | changes 9 tiers = XX5 | ||
| changes 9 = *{{nerf|Pouakai pierce reduced|200|150}} | | changes 9 = *{{nerf|name=Pouakai|Base pierce reduced|200|150}} | ||
*{{buff|Pouakai | *{{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}} | ||
*{{nerf|Pouakai damage reduced|20|10}} | *{{nerf|name=Pouakai|Base damage reduced|20|10}} | ||
*{{buff|Pouakai | *{{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 | *{{nerf|name=Pouakai|Bonus MOAB-class damage reduced|+110|+80}} | ||
|changes 10 tiers=000 | |changes 10 tiers=000 | ||
| Line 490: | Line 491: | ||
| version = 39.0 | | version = 39.0 | ||
| hero = Gwendolin | | hero = Gwendolin | ||
| changes 1 = *{{nerf|Cocktail of Fire | | 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 | | changes 2 = *{{buff|name=Cocktail of Fire|Pierce increased|30|50}} | ||
| changes 2 levels = 7+ | | changes 2 levels = 7+ | ||
| changes 3 = *{{nerf| | | changes 3 = *{{nerf|name=Main attack|Burn damage reduced|2|1}} | ||
| changes 3 levels = 6–8 | | changes 3 levels = 6–8 | ||
| changes 4 = *{{nerf| | | changes 4 = *{{nerf|name=Main attack|Burn damage reduced|4|2}} | ||
| changes 4 levels = 9 | | changes 4 levels = 9 | ||
| changes 5 = *{{ | | changes 5 = *{{nerf|name=Main attack|Burn damage reduced by 2}} | ||
| changes 5 levels = 10+ | | changes 5 levels = 10+ | ||
}} | }} | ||
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| 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|The Long Arm of Light | | 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 | | changes 2 = *{{nerf|name=Blood Sacrifice|Cooldown increased|10s|30s}} | ||
| changes 2 levels = 7+ | | changes 2 levels = 7+ | ||
| changes 3 = *{{ | | changes 3 = *{{rate change|name=Divine Bolt|0.8|0.85}} | ||
| changes 3 levels = 11–16 | | changes 3 levels = 11–16 | ||
| changes 4 = *{{ | | changes 4 = *{{rate change|name=Divine Bolt|0.6|0.7}} | ||
| changes 4 levels = 17+ | | changes 4 levels = 17+ | ||
| changes 5 = *{{nerf|Blood Sacrifice | | changes 5 = *{{nerf|name=Blood Sacrifice|Value required per 1% multiplier no longer reduced|50|100}} | ||
| changes 5 levels = 20 | | changes 5 levels = 20 | ||
}} | }} | ||
| Line 620: | Line 621: | ||
=== [[Dart Monkey (BTD6)|Dart Monkey]] === | === [[Dart Monkey (BTD6)|Dart Monkey]] === | ||
{{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= | {{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}} | ||
| Line 629: | Line 632: | ||
=== [[Boomerang Monkey (BTD6)|Boomerang Monkey]] === | === [[Boomerang Monkey (BTD6)|Boomerang Monkey]] === | ||
{{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= | {{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 | *{{nerf|name=Main attack|Damage to Boss Bloons reduced|+60|+50}} | ||
*{{nerf|Press | *{{nerf|name=Press|Final explosion damage to Boss Bloons reduced|+5,000|+4,000}} | ||
*{{nerf|Press | *{{nerf|name=Press|Base cooldown increased|2.5s|3s}} | ||
*{{nerf| | *{{nerf|name=Orbitals|damage to Boss Bloons reduced|+160|+150}} | ||
*{{nerf| | *{{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}}}} | ||
=== [[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 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 | | 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 | ||
| Line 645: | Line 650: | ||
| 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 | *{{nerf|name=Turret|base cooldown increased|0.2145s|0.25s}} | ||
*{{nerf|Plane forward attack | *{{nerf|name=Plane forward attack|Base cooldown increased|0.15s|0.18s}} | ||
*{{nerf|Plane radial attack | *{{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}} | ||
}} | }} | ||
| Line 653: | Line 658: | ||
=== [[Monkey Ace (BTD6)|Monkey Ace]] === | === [[Monkey Ace (BTD6)|Monkey Ace]] === | ||
{{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}} | {{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 | *{{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}}}} | ||
| Line 659: | Line 664: | ||
{{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= | {{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 | *{{buff|name=Small Zombie|Pierce increased|20|50}} | ||
*{{buff|Draining Beam | *{{buff|name=Draining Beam|Base damage increased|50|200}} | ||
*{{buff|Arcane Spike | *{{buff|name=Arcane Spike|Damage to MOAB-Class increased|+200|+250}} | ||
*{{buff|Arcane Spike | *{{buff|name=Arcane Spike|Damage to Boss Bloons increased|+100|+150}} | ||
*{{buff|Dark Phoenix Firebomb | *{{buff|name=Dark Phoenix Firebomb|Now deals +50 damage to Boss Bloons}} | ||
*{{buff|Metamorphosis Flamethrower | *{{buff|name=Metamorphosis Flamethrower|Pierce increased|30|100}} | ||
*{{buff|Metamorphosis Flamethrower | *{{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}}}} | ||
Latest revision as of 08:23, 10 June 2026
| This article or section needs cleanup to improve the way it presents information and/or comply with the style guide. You can help out by editing this article. The editor who added this notice elaborates: Add the "name" parameter stuff and general cleanup |
Version 39.0 is the fifth major update to Bloons TD 6 of 2023. This update introduced the Map Editor, the Book Wyrm hero skin for Etienne, the Dark Path map, and a rework to Paragon mechanics.
Additions
[edit | edit source]| Quest | Category |
|---|---|
| Tutorials | |
| Tutorials | |
| Challenges |
| Knowledge | Category |
|---|---|
| Support |
Cosmetic Items
[edit | edit source]| Item | Category | Trophy Store? |
|---|---|---|
| Co-op ― Standard Emotes | ||
| Game & UI ― Music Tracks | ||
| Game & UI ― Profile Banners | ||
| Heroes ― Place FX | ||
| Monkeys ― Pets | ||
| Monkeys ― Projectiles |
| Item | Category |
|---|---|
| Banner | |
| Frame | |
| Icon | |
| Island Slot |
General Changes and Bug Fixes
[edit | edit source]- Extra Contested Territory logic added to support newer content
Beast Handler now enabled for CT
Phayze & Dreadbloon now enabled for CT
Paragon limit removed from current CT tiles to reduce unnecessarily bloating rules
Custom Challenges will now display the version they were verified in rather than the version they are uploaded in
- ‘No Powers’ challenge editor rule should now also ban Hero Boosters from purchase (bug fix)
| “ | Updated Boss Rules panel to reflect design changes — Update notes |
” |
Boss Event and CT Boss default Penalty Time changed ― 10s → 10 + round number * 0.25
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
Resolved an issue with low damage numbers not performing calculations correctly against exceptionally healthy targets (Bosses) (bug fix)
- Resolved some issues with save loading not always correctly loading back on Lych (bug fix)
Damage counters should count again for attacks against Bloonarius spawns & Lych Zombie Bloons (bug fix)
Resolved an issue where subtowers did not correctly track damage done to Dreadbloon/Phayze shields (bug fix)
Resolved an issue where Phayze could trigger additional skull events on loading a save (bug fix)
- 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
- Quest progress is no longer set back down to 0/# after choosing to replay
- Backing out of a Quest should take you back into the category you were previously viewing
- Resolved an issue in Quests that could cause non-upgradable heroes to become upgradable
- Resolved a case in which the Birthday Quest BAD could be destroyed
- Resolved a case where the Birthday Quest BAD would not save current Health correctly
Map fixes
[edit | edit source]| This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: Describe how exactly the first page of Beginner difficulty has been changed |
- The first page of Beginner Difficulty has now been rearranged
- Fixed splash animation not lining up correctly for Penguins on Skates (bug fix)
- Resolved a number of issues with track items clipping on Water Park (bug fix)
Resolve some issues with Aircraft Carrier planes being blocked from spawning on Water Park (bug fix)
- Resolved placement inconsistencies on Midnight Mansion (bug fix)
Resolved some cases where merging paths could incorrectly see Bloons on the last segment before swapping path as untargetable (Notably on Workshop) (bug fix)
- Resolved a crash that someone had on Dark Dungeons
Misc. fixes
[edit | edit source]Resolved a bug preventing Golden Bloons working correctly for all players in co-op (bug fix)
- Resolved a daily challenge title display bug that could occur
- Resolved a softlock when accepting an invite to a co-op game while in an Odyssey
- Entering a co-op lobby will now show a ‘loading map’ instead of defaulting to displaying Monkey Money when the actual selected map has not loaded yet
- Behind the scenes updates to Co-op Area Division data
- Added commas to co-op cash panel
- Tower UI when it can't fetch the correct value of an upgrade will no longer display unreasonably high numbers
- A number of localization updates and fixes
- Resolved an issue sometimes incorrectly blocking abilities from being used
- Resolved an issue with hero portrait updates not correctly displaying when viewing upgrades within the Heroes menu
- Resolved a rare case which could prevent abilities from being activated when they should be ready
- Resolved an issue that could cause Team Search to break and display no results when there should be results
- Resolved an issue where navigating to the trophy store via the Jukebox menu would not take you to the correct tab
- Resolved a crash that could occur when a tower expires at the end of a round
- Resolved an issue with some saves becoming corrupted
- Overall audio polish throughout many parts of the UI
- Resolved a bug that could allow players to enable multiple avatars
- 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
Towers
[edit | edit source]| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 0-0-0 base tower 1-X-X Permafrost and further upgrades X-1-X Enhanced Freeze X-X-1 Larger Radius and further upgrades |
|
| X-2-X Deep Freeze and all crosspaths X-3-X Arctic Wind X-4-X Snowstorm |
|
| X-4-X Snowstorm |
|
| X-5-X Absolute Zero |
|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 3-X-X Bloon Dissolver |
|
| X-4-X Glue Strike |
|
| X-4-X Glue Strike X-5-X Glue Storm |
|
| 1-4-0 Glue Strike + Glue Soak and further upgrades |
|
| X-5-X Glue Storm |
|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-5-X Pre-emptive Strike |
|
| Tiers | Changes |
|---|---|
| 4-X-X Aircraft Carrier 5-X-X Carrier Flagship |
|
| X-X-4 Favored Trades X-X-5 Trade Empire Paragon |
|
| Tiers | Changes |
|---|---|
| X-X-4 Spectre X-X-5 Flying Fortress |
|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-4-X Support Chinook X-5-X Special Poperations |
|
| X-X-5 Comanche Commander |
|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 0-0-0 base tower 1-X-X Bigger Blast X-1-X Faster Reload and further upgrades X-X-1 Increased Accuracy and further upgrades |
|
| 0-0-0 base tower X-1-X Faster Reload and further upgrades X-X-1 Increased Accuracy and further upgrades |
|
| 2-X-X Bloon Buster 3-X-X Shell Shock |
|
| X-3-X Heavy Shells and further upgrades |
|
| X-5-X Pop and Awe |
|
| X-X-3 Signal Flare and further upgrades |
|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-3-X Hydra Rocket Pods |
|
| X-4-X Rocket Storm |
|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-2-X Wall of Fire |
|
| 1-2-0 Wall of Fire + Guided Magic and further upgrades |
|
| X-4-X Summon Phoenix |
|
| 1-4-0 Summon Phoenix + Guided Magic and further upgrades |
|
| X-5-X Wizard Lord Phoenix |
|
| X-X-3 Shimmer and further upgrades |
|
| X-X-5 Prince of Darkness |
|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple |
|
| 0-4-1 Tech Terror + Knockback and further upgrades |
|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-X-3 Flash Bomb X-X-4 Sticky Bomb X-X-5 Master Bomber |
|
| X-X-5 Master Bomber |
|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 2-2-0 Acidic Mixture Dip + Perishing Potions and further upgrades |
|
| X-4-X Transforming Tonic X-5-X Total Transformation |
|
| X-5-X Total Transformation |
|
Druid
[edit | edit source]| This article or section needs cleanup to improve the way it presents information and/or comply with the style guide. You can help out by editing this article. The editor who added this notice elaborates: Find proper name for the "track bramble" that is consistently used elsewhere |
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Ball Lightning 5-X-X Superstorm |
|
| X-2-X Heart of Oak and all crosspaths X-3-X Druid of the Jungle and further upgrades |
|
| X-4-X Jungle's Bounty |
|
| X-4-X Jungle's Bounty X-5-X Spirit of the Forest |
|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| All tiers |
|
| X-3-X MOAB SHREDR X-4-X Spike Storm |
|
| X-4-X Spike Storm |
|
| X-5-X Carpet of Spikes |
|
| Tiers | Changes |
|---|---|
| 4-X-X Primary Mentoring |
|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 5-0-1 Sentry Champion + Oversize Nails 5-0-2 Sentry Champion + Pin |
|
| X-X-5 XXXL Trap |
|
| This article or section needs cleanup to improve the way it presents information and/or comply with the style guide. You can help out by editing this article. The editor who added this notice elaborates: Add a "rate change" variant that mentions "base". Also move the "usable in CT" stuff to the CT section, not here |
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 0-0-0 base tower |
|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 1-X-X Piranha and further upgrades X-1-X Microraptor and further upgrades X-X-1 Gyrfalcon and further upgrades |
|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 3-X-X Great White |
|
| 4-X-X Orca |
|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-2-X Adasaurus X-3-X Velociraptor |
|
| X-4-X Tyrannosaurus Rex |
|
| X-5-X Giganotosaurus |
|
| “ | 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 — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-X-2 Horned Owl |
|
| X-X-4 Giant Condor |
|
| X-X-5 Pouākai |
|
Heroes
[edit | edit source]| “ | Gwen’s early game is just too much, especially far too excessive with the right combinations of knowledge / relic buffs so some of this power is being pushed up more with a makeup buff to cocktail at Lv7 where this has started to fall off by. — Update notes |
” |
| Levels | Changes |
|---|---|
| 3–6 |
|
| 7+ |
|
| 6–8 |
|
| 9 |
|
| 10+ |
|
| “ | We were hopeful to get this in early last year, however it was delayed at the time in favour of other things. Finally though, along with the other Mortar changes in this update it feels like a good time for Jones to learn a new Lv7 QoL ability designed around managing large numbers of mortars more effectively. — Update notes |
” |
| Levels | Changes |
|---|---|
| 7+ |
|
Ezili
[edit | edit source]| Levels | Changes |
|---|---|
| 10+ |
|
Adora
[edit | edit source]| “ | 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. — Update notes |
” |
| Levels | Changes |
|---|---|
| 3+ |
|
| 7+ |
|
| 11–16 |
|
| 17+ |
|
| 20 |
|
| “ | 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. — Update notes |
” |
| Item | Changes |
|---|---|
| Sharpening Stone |
|
| Blade Trap |
|
| Paragon Power Totem |
|
Monkey Knowledge
[edit | edit source]| Knowledge | Changes |
|---|---|
| |
|
Relic Knowledge
[edit | edit source]| Relic | Changes |
|---|---|
| Bigger Bloon Sabotage |
|
| Flint Tips |
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Paragons
[edit | edit source]| “ | For this update we’ve given Paragons their own section due to the large number of changes to this system. Also note, while we have provided the numerical changes do not take any of the raw damage numbers at face value - they will not be entirely equivalent to actual performance changes in gameplay | ” |
For more details on the Paragon Rework please check out this Reddit post by Ninja Kiwi as it explains most of the changes.
Fixes and changes
[edit | edit source]Resolved a bug that was benefitting different paragons boss damage by differing amounts
- Note: Net nerf for most paragons
Resolved an issue preventing other Paragon damage bonuses (like Ceramic/Camo) from scaling well with degrees
Building any Paragon in a real game now will now unlock that Paragon’s upgrade for use in sandbox
Paragon Cash Slider
[edit | edit source]- Upon purchasing any Paragon upgrade, the confirmation prompt now includes an option to inject extra cash into the transformation.
- This scales from $0 up to the max amount of cash that could be spent to max cash contribution, and also displays a combined cost of this plus the base upgrade cost
- This contributes to the paragon cash contributed by absorbed towers scaling value at 5% reduced efficiency
Boss Bonus Damage
[edit | edit source]| “ | As most paragons were positively benefiting in terms of boss damage, we want to increase the intended Boss Damage multiplier a little more. — Update notes |
” |
Paragon Boss damage multiplier each 20 degrees increased ― 20% → 25%
| This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: Verify if all of these changes apply to both the main and sub juggs |
| This article or section needs cleanup to improve the way it presents information and/or comply with the style guide. You can help out by editing this article. The editor who added this notice elaborates: Add a "rate change" variant that mentions "base" |
| “ | 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+. — Update notes |
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| Tiers | Changes |
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| Paragon |
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| This article or section needs cleanup to improve the way it presents information and/or comply with the style guide. You can help out by editing this article. The editor who added this notice elaborates: Add a "rate change" variant that mentions "base" |
| “ | 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. — Update notes |
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| Tiers | Changes |
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| Paragon |
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| This article or section needs cleanup to improve the way it presents information and/or comply with the style guide. You can help out by editing this article. The editor who added this notice elaborates: Add a "rate change" variant that mentions "base" |
| “ | 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. — Update notes |
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| Tiers | Changes |
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| Paragon |
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| “ | 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. — Update notes |
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| Tiers | Changes |
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| Paragon |
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| “ | 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. — Update notes |
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| Tiers | Changes |
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| Paragon |
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| “ | 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 — Update notes |
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| Tiers | Changes |
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| Paragon |
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Note: Despite what Ninja Kiwi said the Ascended Shadow did get a big boss damage nerf for most elite bosses.
| “ | 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. — Update notes |
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| Tiers | Changes |
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| Paragon |
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Release descriptions
[edit | edit source]App Store / Google Play
[edit | edit source]| “ | Monumental Feature Update!!
• Map creation comes to Bloons TD 6! Use the Map Editor to create custom maps and share them with your friends and the community! • Unleash the power of imagination with new Etienne skin, Book Wyrm. • Defy the Bloons on Advanced map, Dark Path. A shadowy take on the classic Park Path! • Plus new Quests, Trophy store items, quality of life improvements, and balance changes. |
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Video
[edit | edit source]Notes
[edit | edit source]- The official update notes claim that the Target Focus ability lasts for 30 seconds, but it actually lasts for 15 seconds.