Update history:Bloons TD 6/Version 39.0: Difference between revisions
mNo edit summary |
mNo edit summary |
||
| Line 67: | Line 67: | ||
=== [[Ice Monkey (BTD6)|Ice Monkey]] === | === [[Ice Monkey (BTD6)|Ice Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
| quote = 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. | | quote = 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. | ||
| version = 39.0 | | version = 39.0 | ||
| Line 82: | Line 82: | ||
=== [[Glue Gunner (BTD6)|Glue Gunner]] === | === [[Glue Gunner (BTD6)|Glue Gunner]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|quote=Small stepping stone buff on top path Dissolver as top glue is quite limited until 4th tier. 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.|version=39.0|tower=Glue Gunner|tiers 1=3XX|changes 1=*{{buff|Bloon Dissolver tick rate increased|0.575|0.5}}|tiers 2=X4X|changes 2=*{{nerf|Glue Strike ability layers glued|6|3|note=Does not affect debuff layer soak, which remains 6 (all with 1+-4-0)}}|tiers 3=X4X,X5X|changes 3=*{{buff| Ability can now hit MOAB-Class Bloons without needing Corrosive Glue}}|tiers 4=X5X|changes 4=*{{nerf|Glue Storm ability layers glued|9|3|note=Does not affect debuff layer soak, which remains 6 (all with 1+-5-0)}} | ||
*{{buff|Glue Storm ability attack cooldown reduced|2s|1s}}|tiers 5=140,150|changes 5=*{{buff|Glue Soak crosspath layers glued|3|Infinite}}}} | *{{buff|Glue Storm ability attack cooldown reduced|2s|1s}}|tiers 5=140,150|changes 5=*{{buff|Glue Soak crosspath layers glued|3|Infinite}}}} | ||
=== [[Monkey Sub (BTD6)|Monkey Sub]] === | === [[Monkey Sub (BTD6)|Monkey Sub]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|quote=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.|version=39.0|tower=Monkey Sub | ||
|path 2 tier 5 cost before=32000|path 2 tier 5 cost after=29000|tiers 1=X5X|changes 1=*{{buff| Pre-Emptive Strike missile bonus to Ceramic increased|15|20}}}} | |path 2 tier 5 cost before=32000|path 2 tier 5 cost after=29000|tiers 1=X5X|changes 1=*{{buff| Pre-Emptive Strike missile bonus to Ceramic increased|15|20}}}} | ||
=== [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] === | === [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
| version = 39.0 | | version = 39.0 | ||
| tower = Monkey Buccaneer | | tower = Monkey Buccaneer | ||
| Line 100: | Line 100: | ||
=== [[Monkey Ace (BTD6)|Monkey Ace]] === | === [[Monkey Ace (BTD6)|Monkey Ace]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|version=39.0|tower=Monkey Ace|changes 1=*{{nerf| Spectre and Flying Fortress can no longer ignore Phayze’s camo immunity when under Radar Scanner|fix=y}}|tiers 1=XX4,XX5}} | ||
=== [[Heli Pilot (BTD6)|Heli Pilot]] === | === [[Heli Pilot (BTD6)|Heli Pilot]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
| quote = 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. | | quote = 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. | ||
| version = 39.0 | | version = 39.0 | ||
| Line 116: | Line 116: | ||
=== [[Mortar Monkey (BTD6)|Mortar Monkey]] === | === [[Mortar Monkey (BTD6)|Mortar Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
| quote = 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. | | quote = 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. | ||
| version = 39.0 | | version = 39.0 | ||
| Line 140: | Line 140: | ||
=== [[Dartling Gunner (BTD6)|Dartling Gunner]] === | === [[Dartling Gunner (BTD6)|Dartling Gunner]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|quote=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.|version=39.0|tower=Dartling Gunner | ||
|path 2 tier 3 cost before=5100|path 2 tier 3 cost after=4800 | |path 2 tier 3 cost before=5100|path 2 tier 3 cost after=4800 | ||
|path 2 tier 4 cost before=5250|path 2 tier 4 cost after=5550}} | |path 2 tier 4 cost before=5250|path 2 tier 4 cost after=5550}} | ||
=== [[Wizard Monkey (BTD6)|Wizard Monkey]] === | === [[Wizard Monkey (BTD6)|Wizard Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
| quote = 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. | | quote = 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. | ||
| version = 39.0 | | version = 39.0 | ||
| Line 169: | Line 169: | ||
=== [[Super Monkey (BTD6)|Super Monkey]] === | === [[Super Monkey (BTD6)|Super Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|quote=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.|version=39.0|tower=Super Monkey|tiers 1=4XX,5XX|changes 1=*{{nerf|Sun Temple mini avatars no longer ignore line of sight|note=True Sun God mini avatars can still ignore line of sight}} | ||
*{{nerf|Sun Temple can no longer increase cash value of Bloons in CHIMPS|fix=y}}|tiers 2=041,051|changes 2=*{{buff|Tech Terror’s ability can no longer knock Bloons forward in some cases|fix=y}}}} | *{{nerf|Sun Temple can no longer increase cash value of Bloons in CHIMPS|fix=y}}|tiers 2=041,051|changes 2=*{{buff|Tech Terror’s ability can no longer knock Bloons forward in some cases|fix=y}}}} | ||
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] === | === [[Ninja Monkey (BTD6)|Ninja Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
| quote = 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. | | quote = 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. | ||
| version = 39.0 | | version = 39.0 | ||
| Line 186: | Line 186: | ||
=== [[Alchemist (BTD6)|Alchemist]] === | === [[Alchemist (BTD6)|Alchemist]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
| quote = 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. | | quote = 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. | ||
| version = 39.0 | | version = 39.0 | ||
| Line 199: | Line 199: | ||
=== [[Druid (BTD6)|Druid]] === | === [[Druid (BTD6)|Druid]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
| version = 39.0 | | version = 39.0 | ||
| quote = 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. | | quote = 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. | ||
| Line 218: | Line 218: | ||
=== [[Spike Factory (BTD6)|Spike Factory]] === | === [[Spike Factory (BTD6)|Spike Factory]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|quote=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. | ||
|version=39.0|tower=Spike Factory | |version=39.0|tower=Spike Factory | ||
|base changes=*{{nerf|Spike Factory no longer can shotgun spikes for exactly one frame after spawning|fix=y}} | |base changes=*{{nerf|Spike Factory no longer can shotgun spikes for exactly one frame after spawning|fix=y}} | ||
| Line 230: | Line 230: | ||
=== [[Monkey Village (BTD6)|Monkey Village]] === | === [[Monkey Village (BTD6)|Monkey Village]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|version=39.0|tower=Monkey Village|tiers 1=4XX|changes 1=*{{nerf|Primary Mentoring cooldown buff no longer remains behind when tower is sold while under the range of an Energizer|fix=y}}}} | ||
=== [[Engineer Monkey (BTD6)|Engineer Monkey]] === | === [[Engineer Monkey (BTD6)|Engineer Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|quote=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.|version=39.0|tower=Engineer Monkey|tiers 1=501|changes 1=*{{buff|Oversize Nails crosspath sentry explosion pierce increased|51|70}} | ||
|path 3 tier 5 cost before=54000|path 3 tier 5 cost after=48000}} | |path 3 tier 5 cost before=54000|path 3 tier 5 cost after=48000}} | ||
=== [[Beast Handler (BTD6)|Beast Handler]] === | === [[Beast Handler (BTD6)|Beast Handler]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|version=39.0|tower=Beast Handler|quote=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.}} | ||
{{BTD6 tower changes | {{BTD6 tower changes|version=39.0|tower=Beast Handler|quote=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. | ||
|base changes=*{{nerf|Beast Handler beast reposition cooldown increased from 0.5s to 5s}}}} | |base changes=*{{nerf|Beast Handler beast reposition cooldown increased from 0.5s to 5s}}}} | ||
{{BTD6 tower changes | {{BTD6 tower changes|version=39.0|tower=Beast Handler|quote=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. | ||
|tiers 1=3XX|changes 1=*{{buff|Great White pierce increased|6|10}} | |tiers 1=3XX|changes 1=*{{buff|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}} | ||
|tiers 2=4XX|changes 2=*{{buff|Orca max bonus pierce from merge increased|24|40|note=Max-power pierce increased from 44 to 60}} | |tiers 2=4XX|changes 2=*{{buff|Orca max bonus pierce from merge increased|24|40|note=Max-power pierce increased from 44 to 60}} | ||
}} | }} | ||
{{BTD6 tower changes | {{BTD6 tower changes|version=39.0|tower=Beast Handler|quote=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. | ||
|tiers 1=X2X,X3X|changes 1=*{{nerf|Attack delay increased|0.9|1}} | |tiers 1=X2X,X3X|changes 1=*{{nerf|Attack delay increased|0.9|1}} | ||
*{{buff|Attack delay reduction from merge increased|0.3105|0.3439|note=Max-power attack cooldown increased from 0.5895s to 0.6561s}} | *{{buff|Attack delay reduction from merge increased|0.3105|0.3439|note=Max-power attack cooldown increased from 0.5895s to 0.6561s}} | ||
| Line 251: | Line 251: | ||
*{{buff|Giganotosaurus cooldown reduced|35s|25s|note=Max-power and mid-power ability cooldowns also decreased}} | *{{buff|Giganotosaurus cooldown reduced|35s|25s|note=Max-power and mid-power ability cooldowns also decreased}} | ||
}} | }} | ||
{{BTD6 tower changes | {{BTD6 tower changes|version=39.0|tower=Beast Handler|quote=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 | ||
|tiers 1=XX2|changes 1=*{{nerf|Horned Owl pierce reduced|8|6}} | |tiers 1=XX2|changes 1=*{{nerf|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}} | ||
| Line 381: | Line 381: | ||
=== [[Dart Monkey (BTD6)|Dart Monkey]] === | === [[Dart Monkey (BTD6)|Dart Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|quote=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+.|version=39.0|tower=Dart Monkey|paragon cost before=325000|paragon cost after=150000|paragon changes= | ||
*{{nerf|Dart Monkey Paragon damage reduced|20|15}} | *{{nerf|Dart Monkey Paragon damage reduced|20|15}} | ||
*{{buff|Dart Monkey Paragon bonus Ceramic damage increased|30|75}} | *{{buff|Dart Monkey Paragon bonus Ceramic damage increased|30|75}} | ||
| Line 390: | Line 390: | ||
=== [[Boomerang Monkey (BTD6)|Boomerang Monkey]] === | === [[Boomerang Monkey (BTD6)|Boomerang Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|quote=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.|version=39.0|tower=Boomerang Monkey|paragon cost before=350000|paragon cost after=275000|paragon changes=*{{nerf|Boomerang Paragon range reduced|75|60}} | ||
*{{nerf|Boomerang Paragon main attack bonus boss damage reduced|60|50}} | *{{nerf|Boomerang Paragon main attack bonus boss damage reduced|60|50}} | ||
*{{nerf|Boomerang Paragon Press attack's final explosion Boss bonus reduced|5000|4000}} | *{{nerf|Boomerang Paragon Press attack's final explosion Boss bonus reduced|5000|4000}} | ||
| Line 400: | Line 400: | ||
=== [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] === | === [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|quote=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.|version=39.0|tower=Monkey Buccaneer|paragon changes=*{{nerf|Buccaneer paragon turrets attack cooldown delay increased|0.2145|0.25}} | ||
*{{nerf|Buccaneer paragon planes main attack cooldown delay increased|0.15|0.18}} | *{{nerf|Buccaneer paragon planes main attack cooldown delay increased|0.15|0.18}} | ||
*{{nerf|Buccaneer paragon planes radial attack cooldown delay increased|1.5|1.8}} | *{{nerf|Buccaneer paragon planes radial attack cooldown delay increased|1.5|1.8}} | ||
| Line 407: | Line 407: | ||
=== [[Monkey Ace (BTD6)|Monkey Ace]] === | === [[Monkey Ace (BTD6)|Monkey Ace]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|quote=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.|version=39.0|tower=Monkey Ace|paragon changes=*{{nerf|Monkey Ace paragon Carpet Bomb ability cooldown increased|40s|45s}} | ||
*{{nerf|Monkey Ace paragon has less Boss damage, especially on Elite and at higher Degrees}} | *{{nerf|Monkey Ace paragon has less Boss damage, especially on Elite and at higher Degrees}} | ||
*{{nerf|Monkey Ace paragon cash per power increased|$25|$38.25/$45/$48.6/$54}}}} | *{{nerf|Monkey Ace paragon cash per power increased|$25|$38.25/$45/$48.6/$54}}}} | ||
=== [[Wizard Monkey (BTD6)|Wizard Monkey]] === | === [[Wizard Monkey (BTD6)|Wizard Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|quote=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.|version=39.0|tower=Wizard Monkey|paragon changes=*{{buff|Small Zombie sub projectile pierce increased|20|50}} | ||
*{{buff|Drain Beam damage increased|50|200}} | *{{buff|Drain Beam damage increased|50|200}} | ||
*{{buff|Arcane Spike attack MOAB bonus damage increased|200|250}} | *{{buff|Arcane Spike attack MOAB bonus damage increased|200|250}} | ||
| Line 424: | Line 424: | ||
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] === | === [[Ninja Monkey (BTD6)|Ninja Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|version=39.0|tower=Ninja Monkey|paragon changes=*{{nerf|Ninja Paragon has less Boss damage, especially on Elite and at higher Degrees}} | ||
*{{neutral|Ninja Paragon price per power changed|$25|$21.25/$25/$27/$30}}|quote=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}} | *{{neutral|Ninja Paragon price per power changed|$25|$21.25/$25/$27/$30}}|quote=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}} | ||
Note: Despite what Ninja Kiwi said the Ascended Shadow did get a big boss damage nerf for most elite bosses. | Note: Despite what Ninja Kiwi said the Ascended Shadow did get a big boss damage nerf for most elite bosses. | ||
=== [[Engineer Monkey (BTD6)|Engineer Monkey]] === | === [[Engineer Monkey (BTD6)|Engineer Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|version=39.0|tower=Engineer Monkey|paragon changes=*{{nerf|Engineer Paragon has less Boss damage, especially on Elite and at higher Degrees}} | ||
*{{nerf|Engineer Paragon price per power increased|$25|$27.625/$32.5/$35.1/$39}}|quote=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.}} | *{{nerf|Engineer Paragon price per power increased|$25|$27.625/$32.5/$35.1/$39}}|quote=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.}} | ||
Revision as of 21:49, 31 March 2025
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
| Quest | Category |
|---|---|
| Tutorials | |
| Tutorials | |
| Challenges |
| Knowledge | Category |
|---|---|
| Support |
Cosmetic Items
| Item | Category | Trophy Store? |
|---|---|---|
| Co-op ― Standard Emotes | ||
| Game & UI ― Music Tracks | ||
| Game & UI ― Profile Banners | ||
| Heroes ― Place FX | ||
| Monkeys ― Pets | ||
| Monkeys ― Projectiles |
Template:BTD6 team store item list by introduced
General Changes
- 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
Updated Boss Rules panel to reflect design changes
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 some issues with save loading not always correctly loading back on Lych
- Damage counters should count again for attacks against Bloonarius spawns & Lych Zombie Bloons
- Resolved an issue where subtowers did not correctly track damage done to Dreadbloon/Phayze shields
- Resolved an issue where Phayze could trigger additional skull events on loading a save
- Resolved an issue with low damage numbers not performing calculations correctly against exceptionally healthy targets (Bosses)
- 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
- Resolved an issue with very specific Boss HP values in 3 player co-op causing bosses to become invincible
There are a ton of massive bug fixes please check out Ninja Kiwi's Reddit post for more information.
Towers
| Tiers | Changes |
|---|---|
| X-4-X Snowstorm |
|
| X-5-X Absolute Zero |
|
| Tiers | Changes |
|---|
| Tiers | Changes |
|---|---|
| X-5-X Pre-emptive Strike |
|
| Tiers | Changes |
|---|
| Tiers | Changes |
|---|
| Tiers | Changes |
|---|---|
| X-X-5 Comanche Commander |
|
| Tiers | Changes |
|---|
| Tiers | Changes |
|---|---|
| X-3-X Hydra Rocket Pods |
|
| X-4-X Rocket Storm |
|
| Tiers | Changes |
|---|---|
| X-2-X Wall of Fire |
|
| X-4-X Summon Phoenix |
|
| X-5-X Wizard Lord Phoenix |
|
| Tiers | Changes |
|---|
| Tiers | Changes |
|---|
| Tiers | Changes |
|---|
| Tiers | Changes |
|---|
| Tiers | Changes |
|---|
| Tiers | Changes |
|---|
| Tiers | Changes |
|---|---|
| X-X-5 XXXL Trap |
|
| Tiers | Changes |
|---|
| Tiers | Changes |
|---|
| Tiers | Changes |
|---|
| Tiers | Changes |
|---|
| Tiers | Changes |
|---|
Heroes
| “ | 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+ |
|
| Levels | Changes |
|---|---|
| 10+ |
|
| “ | 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 |
” |
| Levels | Changes |
|---|---|
| 20 |
|
| 5+ |
|
| 7+ |
|
Monkey Knowledge
Now allows Ball Lightning Arcs to freeze instead of granting 100% chance to freeze
Relics
Flint Tip Darts should no longer be able to skip its final damage tic (bug fix)
Bigger Bloon Sabotage CT Relic should now correctly reduce MOAB Speed (bug fix)
Paragons
| “ | 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
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
- 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
| “ | 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%
| Tiers | Changes |
|---|---|
| Paragon |
|
| Tiers | Changes |
|---|---|
| Paragon |
|
| Tiers | Changes |
|---|---|
| Paragon |
|
| Tiers | Changes |
|---|---|
| Paragon |
|
| Tiers | Changes |
|---|---|
| Paragon |
|
| Tiers | Changes |
|---|---|
| Paragon |
|
Note: Despite what Ninja Kiwi said the Ascended Shadow did get a big boss damage nerf for most elite bosses.
| Tiers | Changes |
|---|---|
| Paragon |
|
Release descriptions
App Store / Google Play
| “ | 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. |
” |