Update history:Bloons TD 6/Version 39.0: Difference between revisions
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| version = 39.0 | | version = 39.0 | ||
| tower = Ice Monkey | | tower = Ice Monkey | ||
| base 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. | |||
| tiers 1 = 000,1XX,2XX,X1X,XX1,XX2,3XX,4XX,5XX,XX3,XX4,XX5 | | tiers 1 = 000,1XX,2XX,X1X,XX1,XX2,3XX,4XX,5XX,XX3,XX4,XX5 | ||
| changes 1 = *{{buff|Pierce increased|30|40}} | | changes 1 = *{{buff|Pierce increased|30|40}} | ||
| tiers 2 = X2X,X3X,X4X | | quote 1 = Snowstorm continues to outshine any similar supportive options while being generally cheaper & more versatile. | ||
| tiers 2 = X2X,X3X,X4X,320,420,520,023,024,025 | |||
| changes 2 = *{{buff|Pierce increased|40|45}} | | changes 2 = *{{buff|Pierce increased|40|45}} | ||
| path 2 tier 4 cost before = 3000 | | path 2 tier 4 cost before = 3000 | ||
| Line 79: | Line 81: | ||
| path 2 tier 5 cost before = 20000 | | path 2 tier 5 cost before = 20000 | ||
| path 2 tier 5 cost after = 19200 | | path 2 tier 5 cost after = 19200 | ||
| quote 1 tiers = x4x | |||
}} | }} | ||
=== [[Glue Gunner (BTD6)|Glue Gunner]] === | === [[Glue Gunner (BTD6)|Glue Gunner]] === | ||
{{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|0.575s|0.5s}}|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)}} | {{BTD6 tower changes | ||
*{{buff|Glue Storm ability attack cooldown reduced|2s|1s}}|tiers 5=140,150|changes 5=*{{buff|Glue Soak crosspath layers glued|3|Infinite}}}} | | 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|0.575s|0.5s}} | |||
| quote 1 = Small stepping stone buff on top path Dissolver as top glue is quite limited until 4th tier. | |||
| 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)}} | |||
| quote 2 = 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. | |||
| 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}} | |||
| quote 1 tiers = 3xx | |||
| quote 2 tiers = x4x,x5x | |||
}} | |||
=== [[Monkey Sub (BTD6)|Monkey Sub]] === | === [[Monkey Sub (BTD6)|Monkey Sub]] === | ||
{{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 | {{BTD6 tower changes | ||
|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}}}} | | 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}} | |||
| 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 | |||
}} | |||
=== [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] === | === [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] === | ||
| Line 112: | Line 142: | ||
*{{buff|Damage increased|1|2}} | *{{buff|Damage increased|1|2}} | ||
*Note: These buffs are considered nerfs to stalling | *Note: These buffs are considered nerfs to stalling | ||
| quote 1 = 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 = While the state of Comanche Defense has come a good way, xx5 still feels too expensive for what it offers. | |||
| tiers 1 = X4X,X5X | | tiers 1 = X4X,X5X | ||
| quote 1 tiers = x4x,x5x | |||
| quote 2 tiers = xx5 | |||
}} | }} | ||
| Line 122: | Line 156: | ||
| tiers 1 = 000,X1X,X2X,X3X,X4X,X5X,XX1,XX2,XX3,XX4,XX5,1XX | | tiers 1 = 000,X1X,X2X,X3X,X4X,X5X,XX1,XX2,XX3,XX4,XX5,1XX | ||
| changes 1 = *{{buff|Mortar Monkey damage increased|1|2}} | | changes 1 = *{{buff|Mortar Monkey damage increased|1|2}} | ||
| quote 1 = 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. | |||
| tiers 2 = 000,X1X,X2X,X3X,X4X,X5X,XX1,XX2,XX3,XX4,XX5 | | tiers 2 = 000,X1X,X2X,X3X,X4X,X5X,XX1,XX2,XX3,XX4,XX5 | ||
| changes 2 = *{{nerf|Mortar Monkey pierce reduced|40|25|note=Bigger Blast and its subsequent upgrades unchanged}} | | changes 2 = *{{nerf|Mortar Monkey pierce reduced|40|25|note=Bigger Blast and its subsequent upgrades unchanged}} | ||
| quote 2 = 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. | |||
| tiers 3 = 2XX,3XX | | tiers 3 = 2XX,3XX | ||
| changes 3 = *{{buff|Bloon Buster damage increased|2|3|note=Shockwaves from Shell Shock and above unchanged, and The Big One and above unchanged}} | | changes 3 = *{{buff|Bloon Buster damage increased|2|3|note=Shockwaves from Shell Shock and above unchanged, and The Big One and above unchanged}} | ||
| Line 137: | Line 173: | ||
| tiers 6 = XX3,XX4,XX5 | | tiers 6 = XX3,XX4,XX5 | ||
| changes 6 = *{{nerf|Decamo explosion pierce reduced|80|50|note=Bigger Blasts crosspath remains at 90 pierce|undoc=y}} | | changes 6 = *{{nerf|Decamo explosion pierce reduced|80|50|note=Bigger Blasts crosspath remains at 90 pierce|undoc=y}} | ||
| quote 1 tiers = 000,X1X,X2X,X3X,X4X,X5X,XX1,XX2,XX3,XX4,XX5,1XX,2xx,3xx | |||
| quote 2 tiers = x5x | |||
}} | }} | ||
=== [[Dartling Gunner (BTD6)|Dartling Gunner]] === | === [[Dartling Gunner (BTD6)|Dartling Gunner]] === | ||
{{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 | {{BTD6 tower changes | ||
|path 2 tier 3 cost before=5100|path 2 tier 3 cost after=4800 | | 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. | ||
|path 2 tier 4 cost before=5250|path 2 tier 4 cost after=5550}} | | version = 39.0 | ||
| tower = Dartling Gunner | |||
| 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 | |||
| quote 1 = 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. | |||
| quote 1 tiers = x3x,x4x | |||
}} | |||
=== [[Wizard Monkey (BTD6)|Wizard Monkey]] === | === [[Wizard Monkey (BTD6)|Wizard Monkey]] === | ||
| Line 155: | Line 201: | ||
| path 2 tier 5 cost before = 52500 | | path 2 tier 5 cost before = 52500 | ||
| path 2 tier 5 cost after = 50000 | | path 2 tier 5 cost after = 50000 | ||
| tiers 1 = 120,130,140,150 | | tiers 1 = 120,130,140,150,220,320,420,520 | ||
| changes 1 = *{{buff| | | changes 1 = *{{buff|Wall of Fire: duration increased|5.5s|6.5s}} | ||
| quote 1 = 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. | |||
| tiers 2 = 140,150 | | tiers 2 = 140,150 | ||
| changes 2 = *{{buff|Guided Magic crosspath grants Phoenix light seeking}} | | changes 2 = *{{buff|Guided Magic crosspath grants Phoenix light seeking}} | ||
| quote 2 = 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. | |||
| tiers 3 = X5X | | tiers 3 = X5X | ||
| changes 3 = *{{nerf|Wizard Lord Phoenix radial attack pierce reduced|500|300}} | | changes 3 = *{{nerf|Wizard Lord Phoenix radial attack pierce reduced|500|300}} | ||
| quote 3 = 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. | |||
| tiers 4 = XX3,XX4,XX5 | | tiers 4 = XX3,XX4,XX5 | ||
| changes 4 = *{{ | | changes 4 = *{{neutral|Shimmer de-camo pulse range now matches tower range|80|60}} | ||
*{{buff|Shimmer de-camo pulse radius set to 25% more than tower range|70|75}} | *{{buff|Shimmer de-camo pulse radius set to 25% more than tower range|70|75}} | ||
| quote 4 = 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. | |||
| tiers 5 = XX5 | | tiers 5 = XX5 | ||
| changes 5 = *{{buff|Prince of Darkness range increased|60|80}} | | changes 5 = *{{buff|Prince of Darkness range increased|60|80}} | ||
| quote 1 tiers = x2x,120,220,320,420,520,130,140,150 | |||
| quote 2 tiers = x4x,x5x | |||
| quote 3 tiers = xx3,xx4,xx5 | |||
| quote 4 tiers = xx5 | |||
}} | }} | ||
=== [[Super Monkey (BTD6)|Super Monkey]] === | === [[Super Monkey (BTD6)|Super Monkey]] === | ||
{{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<!--removed 5xx due to TSG mini avatar note-->|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}} | {{BTD6 tower changes | ||
*{{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}}}} | | 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<!--removed 5xx due to TSG mini avatar note--> | |||
| 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}} | |||
| 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. | |||
| tiers 2 = 041,051 | |||
| changes 2 = *{{buff|Tech Terror’s ability can no longer knock Bloons forward in some cases|fix=y}} | |||
| quote 1 tiers = 4xx | |||
}} | |||
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] === | === [[Ninja Monkey (BTD6)|Ninja Monkey]] === | ||
| Line 178: | Line 242: | ||
| tower = Ninja Monkey | | tower = Ninja Monkey | ||
| tiers 1 = XX3,XX4,XX5 | | tiers 1 = XX3,XX4,XX5 | ||
| changes 1 = *{{buff|Flash Bomb | | changes 1 = *{{buff|Flash Bomb: stun duration increased|1s|1.3s}} | ||
| quote 1 = 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. | |||
| tiers 2 = XX5 | | tiers 2 = XX5 | ||
| changes 2 = *{{nerf| | | changes 2 = *{{nerf|Sticky Bomb: attack rate reduced|2s|5s}} | ||
*{{buff| | *{{buff|Sticky Bomb: damage increased|1000|3000}} | ||
*{{buff| | *{{buff|Sticky Bomb: AoE damage increased|300|600}} | ||
| 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. 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 1 tiers = xx3,xx4 | |||
| quote 2 tiers = xx5 | |||
}} | }} | ||
| Line 190: | Line 258: | ||
| version = 39.0 | | version = 39.0 | ||
| tower = Alchemist | | tower = Alchemist | ||
| tiers 1 = 220 | | tiers 1 = 220,320,420,230,240,250 | ||
| changes 1 = *{{nerf|Perishing Potions bonus to Acidic Mixture dip reduced|+3|+2|note=Shot amount reduced from 13 to 12}} | | changes 1 = *{{nerf|Perishing Potions bonus to Acidic Mixture dip reduced|+3|+2|note=Shot amount reduced from 13 to 12}} | ||
| tiers 2 = X4X,X5X | | tiers 2 = X4X,X5X | ||
Revision as of 23:34, 1 May 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
| “ | Snowstorm continues to outshine any similar supportive options while being generally cheaper & more versatile. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-4-X Snowstorm |
|
| X-5-X Absolute Zero |
|
| “ | Small stepping stone buff on top path Dissolver as top glue is quite limited until 4th tier. — Update notes |
” |
| Tiers | Changes |
|---|
| “ | 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 |
|---|
| Tiers | Changes |
|---|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 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. — Update notes |
” |
| Tiers | Changes |
|---|
| “ | 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. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-2-X Wall of Fire |
|
| X-4-X Summon Phoenix |
|
| X-5-X Wizard Lord Phoenix |
|
| “ | 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 |
|---|
| “ | 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. — Update notes |
” |
| 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. |
” |