{{BTD6 tower changes|quote=In efforts to bring more player control the MOAB Assassin ability will now follow tower target priority to determine its targets, although note it will still never target non-moabs. As a mainly AoE path Fortification will always be a powerful weakness unless the bonus was to be far more than double effectiveness, we feel in hindsight it was never a good idea to try and counter that weakness on this path, instead we’re going to lean more into the raw cheap AoE damage output that this path specializes in and players can deal with fortification on their own with the leftover cash from this price reduction.|version=42.0|tower=Bomb Shooter|cost 1 tier=5|cost 1 path=3|cost 1 prev=35000|cost 1 curr=28000|changes 1 tiers=X4X,X5X|changes 1=*{{change|MOAB Assassin ability follows target priority instead of Strong}}|changes 2 tiers=XX5|changes 2=*{{buff| Bomb Blitz attack cooldown reduced|1.5s|1s}}
{{BTD6 tower changes|quote=In efforts to bring more player control the MOAB Assassin ability will now follow tower target priority to determine its targets, although note it will still never target non-moabs. As a mainly AoE path Fortification will always be a powerful weakness unless the bonus was to be far more than double effectiveness, we feel in hindsight it was never a good idea to try and counter that weakness on this path, instead we’re going to lean more into the raw cheap AoE damage output that this path specializes in and players can deal with fortification on their own with the leftover cash from this price reduction.|version=42.0|tower=Bomb Shooter|cost 1 tier=5|cost 1 path=3|cost 1 prev=35000|cost 1 curr=28000|changes 1 tiers=X4X,X5X|changes 1=*{{change|Ability follows target priority instead of Strong}}|changes 2 tiers=XX5|changes 2=*{{buff|Attack cooldown reduced|1.5s|1s}}
*{{nerf|Bomb Blitz damage reduced|6|3}}
*{{nerf|Damage reduced|6|3}}
*{{nerf| Bomb Blitz no longer deals bonus damage to Fortified|+5|+0}}}}
*{{nerf|No longer deals bonus damage to Fortified|+5|+0}}}}
=== [[Ice Monkey (BTD6)|Ice Monkey]] ===
=== [[Ice Monkey (BTD6)|Ice Monkey]] ===
{{BTD6 tower changes|quote=Embrittlement is cheap and balanced by its limited range and rate making it difficult to apply to very many targets with reliable frequency, however Super Brittle is far more expensive but still faces these same struggles. Feels fair for the cost to increase its attack rate further.|version=42.0|tower=Ice Monkey|changes 1=*{{buff| Super Brittle attack cooldown reduced|2.16s|1.8s}}|changes 1 tiers=5XX}}
{{BTD6 tower changes|quote=Embrittlement is cheap and balanced by its limited range and rate making it difficult to apply to very many targets with reliable frequency, however Super Brittle is far more expensive but still faces these same struggles. Feels fair for the cost to increase its attack rate further.|version=42.0|tower=Ice Monkey|changes 1=*{{buff|Attack cooldown reduced|2.16s|1.8s}}|changes 1 tiers=5XX}}
=== [[Sniper Monkey (BTD6)|Sniper Monkey]] ===
=== [[Sniper Monkey (BTD6)|Sniper Monkey]] ===
{{BTD6 tower changes|quote=Bouncing Bullets still feels decent enough at some points, however we feel it’s too difficult to save up into to justify the current power level. We’re shuffling prices to allow this upgrade to come online sooner while keeping the path at the same value for higher tiers as these still offer additional income support that they are balanced around. Additionally we think the T5 sniper changes for improving sniper farming QoL was a step in the right direction, however we want to take it further and work this way directly from the T4 Supply Drop.|version=42.0|tower=Sniper Monkey|cost 1 tier=3|cost 1 path=2|cost 1 prev=2800|cost 1 curr=2400|cost 2 tier=4|cost 2 path=2|cost 2 prev=7200|cost 2 curr=7600|changes 1 tiers=X4X|changes 1=*{{buff| Supply Drop now triggers other supply drops when one is used}}}}
{{BTD6 tower changes|quote=Bouncing Bullets still feels decent enough at some points, however we feel it’s too difficult to save up into to justify the current power level. We’re shuffling prices to allow this upgrade to come online sooner while keeping the path at the same value for higher tiers as these still offer additional income support that they are balanced around. Additionally we think the T5 sniper changes for improving sniper farming QoL was a step in the right direction, however we want to take it further and work this way directly from the T4 Supply Drop.|version=42.0|tower=Sniper Monkey|cost 1 tier=3|cost 1 path=2|cost 1 prev=2800|cost 1 curr=2400|cost 2 tier=4|cost 2 path=2|cost 2 prev=7200|cost 2 curr=7600|changes 1 tiers=X4X|changes 1=*{{buff|Ability now triggers other supply drops when one is used}}}}
=== [[Monkey Sub (BTD6)|Monkey Sub]] ===
=== [[Monkey Sub (BTD6)|Monkey Sub]] ===
{{Clear}}
{{Clear}}
{{BTD6 tower changes|quote=As currently nothing else ever happens with the main attack beyond T2 on the top path we want to give Energizer a little more power here to promote reason to un-submerge, although knowing how well this attack scales in terms of buffability we’re starting off with a careful amount to not take this too far.|version=42.0|tower=Monkey Sub|changes 1 tiers=5XX|changes 1=*{{buff| Energizer main dart attack damage increased|1|5}}|changes 2 tiers=502|changes 2=*{{buff| Energizer airburst attack damage increased|1|5}}|changes 3 tiers=Paragon|changes 3=*{{buff|[[Flanking Maneuvers]] MK now applies to the Sub Paragon|fix=y}}}}
{{BTD6 tower changes|quote=As currently nothing else ever happens with the main attack beyond T2 on the top path we want to give Energizer a little more power here to promote reason to un-submerge, although knowing how well this attack scales in terms of buffability we’re starting off with a careful amount to not take this too far.|version=42.0|tower=Monkey Sub|changes 1 tiers=5XX|changes 1=*{{buff|Main dart: damage increased|1|5}}|changes 2 tiers=502|changes 2=*{{buff|Airburst dart: damage increased|1|5}}|changes 3 tiers=Paragon|changes 3=*{{buff|[[Flanking Maneuvers]] MK now applies to the Sub Paragon|fix=y}}}}
{{BTD6 tower changes|quote=General improvements made to higher tier DoT applications for Buccaneer. The pierce from bottom crosspath seems to be better after destroyer currently, so this also acts as some crosspath balancing for Flagship. Middle path buccaneer continues to attack with its initial 1 damage projectile that never gets upgraded but the Cannons are very much intended to be a ‘replacement’ upgrade to this main attack, so we are finally disabling that dart along with improving the damage of grapes for the T3 & T4 on this path so the lower tiers can save into Pirate Lord better.|version=42.0|tower=Monkey Buccaneer|changes 1 tiers=420|changes 1=*{{buff|420 Aircraft Carrier damage over time increased|2|4}}|changes 2 tiers=520|changes 2=*{{buff|520 Carrier Flagship damage over time increased|2|9}}|changes 3 tiers=X3X,X4X,X5X|changes 3=*{{nerf|Main dart attack disabled}}|changes 4 tiers=X3X|changes 4=*{{buff|Cannon Ship Grape damage increased|1|2}}|changes 5 tiers=X4X|changes 5=*{{buff|Monkey Pirates Grape damage increased|2|3}}
{{BTD6 tower changes|quote=General improvements made to higher tier DoT applications for Buccaneer. The pierce from bottom crosspath seems to be better after destroyer currently, so this also acts as some crosspath balancing for Flagship. Middle path buccaneer continues to attack with its initial 1 damage projectile that never gets upgraded but the Cannons are very much intended to be a ‘replacement’ upgrade to this main attack, so we are finally disabling that dart along with improving the damage of grapes for the T3 & T4 on this path so the lower tiers can save into Pirate Lord better.|version=42.0|tower=Monkey Buccaneer|changes 1 tiers=420|changes 1=*{{buff|Grapes (main and aircraft): Damage-over-time tick damage increased|2|4}}|changes 2 tiers=520|changes 2=*{{buff|Grapes (main and aircraft): Damage-over-time tick damage increased|2|9}}|changes 3 tiers=X3X,X4X,X5X|changes 3=*{{nerf|Main dart attack disabled}}|changes 4 tiers=X3X|changes 4=*{{buff|Grape damage increased|1|2}}|changes 5 tiers=X4X|changes 5=*{{buff|Grape damage increased|2|3}}
*{{change|Monkey Pirates damage over time increased|2|4|note=This change was not implemented}}|changes 6=*{{buff| Favored Trades damage over time increased|2|4}}|changes 6 tiers=024|changes 7 tiers=025|changes 7=*{{buff|Trade Empire damage over time increased|2|9}}}}
{{BTD6 tower changes|quote=The blowback rate of Special Poperations is being increased to reflect the previous changes upgrading downdraft to support chinook and bring up more lategame value in the support capabilities of this path. Comanche Commander’s value soared recently with buffs along with the recent Geraldo subtowers bugfix which solidified it as a strong lategame dps, and given the powerful synergies right now the current price feels far too low for what is now a solid pick for any map; we feel this may not be enough of a nerf but wish to hold off until v43 for further changes to be considered with this synergy.|version=42.0|tower=Heli Pilot|cost 1 tier=5|cost 1 path=3|cost 1 prev=32000|cost 1 curr=35000|changes 1 tiers=X5X|changes 1=*{{buff|Special Poperations downdraft attack cooldown reduced|0.15|0.075}}|changes 2 tiers=XX3,XX4,XX5|changes 2=*{{buff|MOAB Shove no longer ignores the children of the target it is shoving|fix=y}}}}
{{BTD6 tower changes|quote=The blowback rate of Special Poperations is being increased to reflect the previous changes upgrading downdraft to support chinook and bring up more lategame value in the support capabilities of this path. Comanche Commander’s value soared recently with buffs along with the recent Geraldo subtowers bugfix which solidified it as a strong lategame dps, and given the powerful synergies right now the current price feels far too low for what is now a solid pick for any map; we feel this may not be enough of a nerf but wish to hold off until v43 for further changes to be considered with this synergy.|version=42.0|tower=Heli Pilot|cost 1 tier=5|cost 1 path=3|cost 1 prev=32000|cost 1 curr=35000|changes 1 tiers=X5X|changes 1=*{{buff|Downdraft attack cooldown reduced|0.15s|0.075s}}|changes 2 tiers=XX3,XX4,XX5|changes 2=*{{buff|MOAB Shove no longer ignores the children of the target it is shoving|fix=y}}}}
=== [[Mortar Monkey (BTD6)|Mortar Monkey]] ===
=== [[Mortar Monkey (BTD6)|Mortar Monkey]] ===
{{BTD6 tower changes|quote=We’re feeling quite happy about the overall state of mortar compared to how it has fared in the past, however the Burny Stuff crosspath is still very hard to justify on middle mortar so along with other DoT attacks in this update we’re trying out a slight increase to damage over time across this path.|version=42.0|tower=Mortar Monkey|changes 1 tiers=032|changes 1=*{{buff|032 Heavy Shells burn damage over time increased|1|2}}|changes 2 tiers=042|changes 2=*{{buff|042 Artillery Battery burn damage over time increased|1|3}}|changes 3 tiers=052|changes 3=*{{buff|052 Pop and Awe burn damage over time increased|1|5}}}}
{{BTD6 tower changes|quote=We’re feeling quite happy about the overall state of mortar compared to how it has fared in the past, however the Burny Stuff crosspath is still very hard to justify on middle mortar so along with other DoT attacks in this update we’re trying out a slight increase to damage over time across this path.|version=42.0|tower=Mortar Monkey|changes 1 tiers=032|changes 1=*{{buff|Damage-over-time tick damage increased|1|2}}|changes 2 tiers=042|changes 2=*{{buff|Damage-over-time tick damage increased|1|3}}|changes 3 tiers=052|changes 3=*{{buff|Damage-over-time tick damage increased|1|5}}}}
=== [[Wizard Monkey (BTD6)|Wizard Monkey]] ===
=== [[Wizard Monkey (BTD6)|Wizard Monkey]] ===
{{BTD6 tower changes|quote=Wizard is feeling effective across the board with nice use cases across each path so there was hesitation about making changes. Nevertheless we felt there were important changes here with DoT in mind, so there’s now new scaling on the Dragon’s Breath attack improving damage over time on higher upgrades and a for-fun change to the projectile count assisting in spreading flames to many targets. We understand we are affecting current balance but it’s done in the name of fun and for Wizard fans.|version=42.0|tower=Wizard Monkey|changes 1 tiers=X4X|changes 1=*{{buff| Dragon’s Breath damage over time increased|1|2}}
{{BTD6 tower changes|quote=Wizard is feeling effective across the board with nice use cases across each path so there was hesitation about making changes. Nevertheless we felt there were important changes here with DoT in mind, so there’s now new scaling on the Dragon’s Breath attack improving damage over time on higher upgrades and a for-fun change to the projectile count assisting in spreading flames to many targets. We understand we are affecting current balance but it’s done in the name of fun and for Wizard fans.|version=42.0|tower=Wizard Monkey|changes 1 tiers=X4X|changes 1=*{{buff|Dragon's Breath: Damage-over-time tick damage increased|1|2}}
*{{buff| Dragon’s Breath attack now fires 2 projectiles}}
*{{buff|Dragon's Breath: now fires 2 projectiles}}
*{{nerf| Dragon’s Breath attack pierce reduced|4|3}}|changes 2=*{{buff| Phoenix: Base attack projectile speed increased|350|450}}|changes 2 tiers=X4X,X5X|changes 3 tiers=X5X|changes 3=*{{buff| WLP’s Dragon’s Breath attack damage over time increased|1|10}}
*{{nerf|Dragon's Breath: pierce reduced|4|3|note=Does not affect T3 Dragon's Breath or Archmage}}|changes 2=*{{buff|Phoenix: Base attack projectile speed increased|350|450}}|changes 2 tiers=X4X,X5X|changes 3 tiers=X5X|changes 3=*{{buff|Dragon's Breath: Damage-over-time tick damage increased|1|10}}
*{{buff| WLP’s Dragon’s Breath attack now fires 3 projectiles}}
*{{buff|Dragon's Breath: now fires 3 projectiles}}
{{BTD6 tower changes|quote=We lowered the price of Tech Terrors to keep them ‘unchanged’ with Robo’s recent balancing, however in hindsight Robo is still too powerful and Tech Terrors themselves were already good enough that they really should’ve taken the hit along with Robo. Instead as they have risen in power even more, both of these upgrades are being properly nerfed now with a compensatory price buff to Anti-Bloon instead (hopefully not groundhogging to where Anti-Bloon becomes far too powerful and more changes are needed in v43)|version=42.0|tower=Super Monkey|cost 1 tier=3|cost 1 path=2|cost 1 prev=7000|cost 1 curr=7500|cost 2 tier=4|cost 2 path=2|cost 2 prev=18000|cost 2 curr=25000|cost 3 tier=5|cost 3 path=2|cost 3 prev=90000|cost 3 curr=80000|changes 1 tiers=X4X,X5X|changes 1=*{{nerf| Attack speed reduced|0.036s|0.045s}}}}
{{BTD6 tower changes|quote=We lowered the price of Tech Terrors to keep them ‘unchanged’ with Robo’s recent balancing, however in hindsight Robo is still too powerful and Tech Terrors themselves were already good enough that they really should’ve taken the hit along with Robo. Instead as they have risen in power even more, both of these upgrades are being properly nerfed now with a compensatory price buff to Anti-Bloon instead (hopefully not groundhogging to where Anti-Bloon becomes far too powerful and more changes are needed in v43)|version=42.0|tower=Super Monkey|cost 1 tier=3|cost 1 path=2|cost 1 prev=7000|cost 1 curr=7500|cost 2 tier=4|cost 2 path=2|cost 2 prev=18000|cost 2 curr=25000|cost 3 tier=5|cost 3 path=2|cost 3 prev=90000|cost 3 curr=80000|changes 1 tiers=04X,140,05X,150|changes 1=*{{nerf|Attack speed reduced|0.036s|0.045s}}|changes 2 tiers=240,250|changes 2=*{{nerf|Attack speed reduced|0.024s|0.03s}}}}
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
{{BTD6 tower changes|quote=Bottom path Ninja never does anything with the main shuriken projectile past the xx1 upgrade leaving it inconsequential on higher tiers. Given that Flash Bombs can feel lacking without heavy support, we’re trying out a change that makes Flash Bomb Ninja scale better with attack speed and pierce as something of a combo-attacker. Overall, this feels pretty ‘right’ for ninjas and more importantly it’s cool and sometimes that’s what matters most.|version=42.0|tower=Ninja Monkey|changes 1 tiers=XX3,XX4|changes 1=*{{buff|Shuriken: attack deals more to stunned Bloons|0|+3}}|changes 2 tiers=XX4|changes 2=*{{buff|Shuriken: Attack deals more to stickied targets|0|+3}}
{{BTD6 tower changes|quote=Bottom path Ninja never does anything with the main shuriken projectile past the xx1 upgrade leaving it inconsequential on higher tiers. Given that Flash Bombs can feel lacking without heavy support, we’re trying out a change that makes Flash Bomb Ninja scale better with attack speed and pierce as something of a combo-attacker. Overall, this feels pretty ‘right’ for ninjas and more importantly it’s cool and sometimes that’s what matters most.|version=42.0|tower=Ninja Monkey|changes 1 tiers=XX3,XX4|changes 1=*{{buff|Shuriken: Deals more to stunned Bloons|+0|+3}}|changes 2 tiers=XX4|changes 2=*{{buff|Shuriken: Deals more to stickied targets|+0|+3}}
*{{nerf|Sticky Bomb: Damage reduced|500|450}}|changes 3 tiers=XX5|changes 3=*{{buff|Shuriken: Attack deals more to stunned Bloons|0|+9}}
*{{nerf|Sticky Bomb: Damage reduced|500|450}}|changes 3 tiers=XX5|changes 3=*{{buff|Shuriken: Deals more to stunned Bloons|0|+9}}
*{{buff|Shuriken: Attack deals more to stickied targets|0|+9}}|changes 4 tiers=Paragon|changes 4=*{{buff|Main Shuriken: Attack deals more to stunned Bloons|0|+15}}
*{{buff|Shuriken: Deals more to stickied targets|+0|+9}}|changes 4 tiers=Paragon|changes 4=*{{buff|Main Shuriken: Deals more to stunned Bloons|+0|+15}}
*{{buff|Main Shuriken: Attack deals more to stickied targets|0|+15}}|changes 5 tiers=XX3,XX4,XX5|changes 5=*{{buff|Flash Bomb should no longer fail to stun targets if damage is externally buffed|fix=y}}}}
*{{buff|Main Shuriken: Deals more to stickied targets|+0|+15}}|changes 5 tiers=XX3,XX4,XX5|changes 5=*{{buff|Flash Bomb should no longer fail to stun targets if damage is externally buffed|fix=y}}}}
=== [[Alchemist (BTD6)|Alchemist]] ===
=== [[Alchemist (BTD6)|Alchemist]] ===
{{BTD6 tower changes|quote=As groups of Berserker Brew seem proportionally too good compared to upgrading to Stronger Stimulant in some cases, we are slightly shifting price down into T3, keeping the total price of Stronger Stimulant the same but adding up more if choosing to spam T3 Brews. Back to improving damage over time, Lead to Gold currently deals a large damage increase to Leads but only on the main impact of the attack. I’m sure you can see where we’re going with this.|version=42.0|tower=Alchemist|cost 1 tier=3|cost 1 prev=1250|cost 1 path=1|cost 1 curr=1300|cost 2 tier=4|cost 2 path=1|cost 2 prev=3000|cost 2 curr=2950|changes 1 tiers=XX3,XX4,XX5|changes 1=*{{buff|Main attack: Damage over time now also deals bonus to Leads|0|+9}}}}
{{BTD6 tower changes|quote=As groups of Berserker Brew seem proportionally too good compared to upgrading to Stronger Stimulant in some cases, we are slightly shifting price down into T3, keeping the total price of Stronger Stimulant the same but adding up more if choosing to spam T3 Brews. Back to improving damage over time, Lead to Gold currently deals a large damage increase to Leads but only on the main impact of the attack. I’m sure you can see where we’re going with this.|version=42.0|tower=Alchemist|cost 1 tier=3|cost 1 prev=1250|cost 1 path=1|cost 1 curr=1300|cost 2 tier=4|cost 2 path=1|cost 2 prev=3000|cost 2 curr=2950|changes 1 tiers=XX3,XX4,XX5|changes 1=*{{buff|Main attack: Damage-over-time now also deals bonus to Leads|+0|+9}}}}
=== [[Druid (BTD6)|Druid]] ===
=== [[Druid (BTD6)|Druid]] ===
{{BTD6 tower changes|quote=Same as the sniper, group triggering these spam abilities that require no timing other than ‘as soon as possible once off cooldown’ feels like a good quality of life change for those wishing to play alternate farming methods.|version=42.0|tower=Druid|changes 1=*{{buff|Jungle’s Bounty now triggers all available Jungle’s Bounty abilities when one is used}}|changes 1 tiers=X4X}}
{{BTD6 tower changes|quote=Same as the sniper, group triggering these spam abilities that require no timing other than ‘as soon as possible once off cooldown’ feels like a good quality of life change for those wishing to play alternate farming methods.|version=42.0|tower=Druid|changes 1=*{{buff|Jungle's Bounty ability now triggers all available Jungle’s Bounty abilities when one is used}}|changes 1 tiers=X4X,X5X<!--surely it affects X5X as well?-->}}
=== [[Banana Farm (BTD6)|Banana Farm]] ===
=== [[Banana Farm (BTD6)|Banana Farm]] ===
{{BTD6 tower changes|quote=Banana Central’s current level of buffability for a single tower makes it quite exceptional of a cash producer right now so it is increasing in cost. Players have made it clear that for Boss Events the current cooldown on IMF Loan regularly puts it into a position where timing is frustratingly tight in order to maximize profits when farming with banks, so we’ve agreed to loosen up on this cooldown to help with this issue. Finally, the Banana Salvage crosspath is also being increased in cost to reflect the current huge value granted to it with sellback metas where it is used.|version=42.0|tower=Banana Farm|cost 1 tier=5|cost 1 path=1|cost 1 prev=100000|cost 1 curr=115000|cost 2 tier=2|cost 2 path=3|cost 2 prev=200|cost 2 curr=400|cost 3 tier=3|cost 3 path=3|cost 3 prev=2900|cost 3 curr=2700|changes 1 tiers=X4X|changes 1=*{{buff|Cooldown reduced|90s|85s}}}}
{{BTD6 tower changes|quote=Banana Central’s current level of buffability for a single tower makes it quite exceptional of a cash producer right now so it is increasing in cost. Players have made it clear that for Boss Events the current cooldown on IMF Loan regularly puts it into a position where timing is frustratingly tight in order to maximize profits when farming with banks, so we’ve agreed to loosen up on this cooldown to help with this issue. Finally, the Banana Salvage crosspath is also being increased in cost to reflect the current huge value granted to it with sellback metas where it is used.|version=42.0|tower=Banana Farm|cost 1 tier=5|cost 1 path=1|cost 1 prev=100000|cost 1 curr=115000|cost 2 tier=2|cost 2 path=3|cost 2 prev=200|cost 2 curr=400|cost 3 tier=3|cost 3 path=3|cost 3 prev=2900|cost 3 curr=2700|changes 1 tiers=X4X|changes 1=*{{buff|Cooldown reduced|90s|85s|note=Also affects initial cooldown}}}}
=== [[Beast Handler (BTD6)|Beast Handler]] ===
=== [[Beast Handler (BTD6)|Beast Handler]] ===
{{BTD6 tower changes|quote=When first creating Beast Handler we balanced the T1-3 upgrade costs with a goal of creating a decision point between spending free playable space to save on cash or spending more cash to save on playable space. However in practice though some people have come on board with spending their playable space as a resource for more power; actual interest is much more divided between maximizing cost efficiency of these merges or simply using different towers. Given that spam of lower tier handlers already comes with the advantage of allowing them to be repositioned over a larger area, we’re changing our approach with a full cost rebalance across most T1-3 upgrades for exactly equal cost per point of merged beast power, instead leaving the nuance around understanding higher value merges & footprint advantage to depend more on discounts.|version=42.0|tower=Beast Handler|cost 1 tier=1|cost 1 path=1|cost 1 prev=160|cost 1 curr=170|cost 2 tier=2|cost 2 path=1|cost 2 prev=875|cost 2 curr=850|cost 3 tier=3|cost 3 path=1|cost 3 prev=2950|cost 3 curr=2075|cost 4 tier=2|cost 4 path=2|cost 4 prev=945|cost 4 curr=890|cost 5 tier=3|cost 5 path=2|cost 5 prev=2600|cost 5 curr=2170|cost 6 tier=1|cost 6 path=3|cost 6 prev=190|cost 6 curr=210|cost 7 tier=2|cost 7 path=3|cost 7 prev=960|cost 7 curr=940|changes 1 tiers=XX3|changes 1=*{{nerf| Golden Eagle moab penalty increased|29|44}}
{{BTD6 tower changes|quote=When first creating Beast Handler we balanced the T1-3 upgrade costs with a goal of creating a decision point between spending free playable space to save on cash or spending more cash to save on playable space. However in practice though some people have come on board with spending their playable space as a resource for more power; actual interest is much more divided between maximizing cost efficiency of these merges or simply using different towers. Given that spam of lower tier handlers already comes with the advantage of allowing them to be repositioned over a larger area, we’re changing our approach with a full cost rebalance across most T1-3 upgrades for exactly equal cost per point of merged beast power, instead leaving the nuance around understanding higher value merges & footprint advantage to depend more on discounts.|version=42.0|tower=Beast Handler|cost 1 tier=1|cost 1 path=1|cost 1 prev=160|cost 1 curr=170|cost 2 tier=2|cost 2 path=1|cost 2 prev=875|cost 2 curr=850|cost 3 tier=3|cost 3 path=1|cost 3 prev=2950|cost 3 curr=2075|cost 4 tier=2|cost 4 path=2|cost 4 prev=945|cost 4 curr=890|cost 5 tier=3|cost 5 path=2|cost 5 prev=2600|cost 5 curr=2170|cost 6 tier=1|cost 6 path=3|cost 6 prev=190|cost 6 curr=210|cost 7 tier=2|cost 7 path=3|cost 7 prev=960|cost 7 curr=940|changes 1 tiers=XX3|changes 1=*{{nerf| Golden Eagle moab penalty increased|29|44}}
Quincy’s Storm of Arrows feels a little more like a downpour of wet pool noodles once Super Ceramics & especially their Fortified variants come around. However instead of making a drowning Quincy skin to pair with Lifegurd Brickell we are granting a large bonus to Ceramic Damage for the ability around the point you’ll need to deal with these. — Update notes
”
Levels
Changes
18-19
Lv18 Storm of Arrows deals bonus damage to Ceramics ― 0 → +18
20
Lv20 Storm of Arrows deals bonus damage to Ceramics ― 0 → +24
Looking back over her kit, we noticed that we’ve never improved the actual attack itself for Gwen’s Heat it Up. Allowing her to be juiced up with high attack speed in order to spam these supercharged bursts of damage sounds fun and cool, so while noting that this will also increase the uptime of her buff we’re removing the limiter on her Heat it Up rate and pumping up its damage tenfold. — Update notes
”
Levels
Changes
4+
Heat it Up now has pierce of 100
12+
Gwen’s attack rate levels (Lv12, 15, 18) no longer reduce Heat it Up frequency
Playing on ‘growth’ with his nature theme we’re allowing Obyn to sustain a long-lasting army of Brambles across multiple rounds, and we are doubling Obyn’s buff to Jungle Druid range to hopefully make it significant enough to enable druids much more power for a mid-late farming setup. — Update notes
Benjamin’s value as a farming hero is majorly tied to how much more efficient he is at Lv1 than base farms and at a lower cost, whereas his higher levels of cash generation are quite inconsequential. Given this along with his early game snowball being a general balance concern, we're lowering the base cash generation to not be so overwhelming but also pumping up cash generation into his higher levels so he brings a lot more to the table later. — Update notes
Ezili has a good anti-camo build, however as her totem cant be used in CHIMPS and her main attack never upgrades to de-camo DDTs this means she is never able to de-camo DDTs when playing in CHIMPS even though her totem easily counters them in the base game. While we don’t have any concerns with some heroes being relegated more as ‘non-chimps’ heroes, we felt no reason not to solve this simple issue by allowing her main attack to upgrade to counter DDTs as well. — Update notes
”
Levels
Changes
16+
Lv16 Main attack can now de-camo DDTs
Lv16 Main attack and splash can now defortify DDTs and MOABs (undocumented)
Haste is a combo-only spell with little value on its own without buffing other spells - so we’re making it much cheaper to realistically combo more often without being such a large mana drain. Storm is a little too effective both at AoE cleanup and also single target, so the rate is being reduced slightly — Update notes
”
Levels
Changes
3+
Haste cost reduced ― 75 → 50
8+
Storm attack cooldown increased ― 0.1 → 0.12
“
Higher levels of Corvus feel they have far too much mana which leads to difficult to maintain and less interesting spam of spells, so we’re lowering the range in which Spiritual Balance grants bonus mana recovery — Update notes
”
Levels
Changes
8+
Corvus mana gain curve decay start point ― 40% → 25%
Corvus mana gain curve decay end point ― 80% → 65%
“
The cycle of Recovery into Nourishment over and over to maximize XP earnings while never having corvus attack ruins the fun of actually playing this hero, so we’re ending this. — Update notes
”
Levels
Changes
10+
Recovery spell no longer applies cooldown reduction to Nourishment
“
We wanted to avoid passive stall mana gain with Corvus initially, however in order to grant a little bit more leeway for co-op splits or general bad placement, we are allowing Corvus to passively generate a little mana over time while Bloons are spawning but reducing the mana gain from popping Haunted Bloons — Update notes
”
Levels
Changes
1+
Haunt mana gain per layer reduced ― 5 → 3
Corvus passively recovers 1mana /s so long as Bloons are spawning
We’ve included slight tweaks for a few relic knowledge. Many of these relics are having slight number increases as they seem to have low value across all tile types (relics with low usage only on some tile types have not received changes as they still have value in niche cases), Restoration maximum barrier size is being reduced slightly as it too effectively acts as a complete camo counter in many cases while also providing benefits against non-camo Bloons. — Update notes
”
Hero Boost: Hero XP multiplier increased ― 15% → 20%