Update history:Bloons TD 6/Version 39.0: Difference between revisions

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| tiers 1 = 220,320,420,230,240,250
| 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}}
| quote 1 = 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.
| tiers 2 = X4X,X5X
| tiers 2 = X4X,X5X
| changes 2 = *{{buff|Transforming Tonic ability damage is no longer single-layer}}<!--there should be a better way to phrase "single-layer" and "distribute to children" and similar; see v48.0 glord, v31.2 other stuffs, and more-->
| changes 2 = *{{buff|Transforming Tonic ability damage is no longer single-layer}}<!--there should be a better way to phrase "single-layer" and "distribute to children" and similar; see v48.0 glord, v31.2 other stuffs, and more-->
| quote 2 = 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.
| tiers 3 = X5X
| tiers 3 = 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}}
| quote 1 tiers = 220,320,420,230,240,250
| quote 2 tiers = x4x,x5x
}}
}}


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| 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.
| tower = Druid
| tower = Druid
| tiers 1 = X2X,X3X,X4X,X5X
| tiers 1 = 020,120,220,320,420,520,021,022,023,024,025,X3X,X4X,X5X
| changes 1 = *{{buff|Heart of Oak gains 1% pierce for every life gained from the starting value after the upgrade. Maxes at 100% and diminishes if lives are lost}}
| changes 1 = *{{buff|Heart of Oak gains 1% pierce for every life gained from the starting value after the upgrade. Maxes at 100% and diminishes if lives are lost}}
*{{buff|Heart of Oak applies for crosspath attacks however note lightning cannot benefit from pierce}}
*{{buff|Heart of Oak applies for crosspath attacks however note lightning cannot benefit from pierce}}
| quote 1 = 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
| tiers 2 = X4X
| tiers 2 = X4X
| changes 2 = *{{buff|Jungle’s Bounty generates 1 life at the end of each round}}
| changes 2 = *{{buff|Jungle’s Bounty generates 1 life at the end of each round}}
| 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, however the base pierce of Jungle’s Bounty is being reduced slightly to account for a higher buff potential it now grants itself.
| tiers 3 = X4X,X5X
| tiers 3 = X4X,X5X
| changes 3 = *{{nerf|Track bramble pierce reduced|40|30}}
| changes 3 = *{{nerf|Track bramble pierce reduced|40|30}}
| tiers 4 = 4XX,5XX
| tiers 4 = 4XX,5XX
| changes 4 = *{{buff|Ball Lightning ball freeze chance increased|25%|100%}}
| changes 4 = *{{buff|Ball Lightning ball freeze chance increased|25%|100%}}
*{{buff|[[Cold Front|Cold Front MK]] allows the lightning arcs from the Ball Lightning to also freeze, instead of 100% chance for the ball to freeze bloons}}
*{{buff|{{BTD6 mk|Cold Front}} allows the lightning arcs from the Ball Lightning to also freeze, instead of 100% chance for the ball to freeze bloons}}
| tiers 5 = X5X
| tiers 5 = X5X
| changes 5 = *{{buff|Spirit of the Forest should correctly pop Frozen Bloons with [[Hot Magic]] knowledge|fix=y}}
| changes 5 = *{{buff|Spirit of the Forest should correctly pop Frozen Bloons with {{BTD6 mk|Hot Magic}}|fix=y}}
| quote 1 tiers = 020,120,220,320,420,520,021,022,023,024,025,X3X
| quote 2 tiers = x4x,x5x
}}
}}


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| tiers 1 = X3X,X4X
| tiers 1 = X3X,X4X
| changes 1 = *{{buff|Base attack bonus damage to MOAB-class increased|+4|+9}}
| changes 1 = *{{buff|Base 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.
| tiers 2 = X4X
| tiers 2 = X4X
| changes 2 = *{{buff|Spike Storm ability bonus damage to MOAB-class increased|+4|+9}}
| changes 2 = *{{buff|Spike Storm ability bonus damage to MOAB-class increased|+4|+9}}
Line 301: Line 310:
*{{buff|Carpet of Spikes ability bonus to MOAB-class increased|+5|+9}}
*{{buff|Carpet of Spikes ability 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
}}
}}


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=== [[Engineer Monkey (BTD6)|Engineer Monkey]] ===
=== [[Engineer Monkey (BTD6)|Engineer Monkey]] ===
{{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}}
{{BTD6 tower changes
|path 3 tier 5 cost before=54000|path 3 tier 5 cost after=48000}}
| 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}}
| quote 1 = 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 = 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.
| path 3 tier 5 cost before = 54000
| path 3 tier 5 cost after = 48000
| quote 1 tiers = 501
| quote 2 tiers = xx5
}}


=== [[Beast Handler (BTD6)|Beast Handler]] ===
=== [[Beast Handler (BTD6)|Beast Handler]] ===
{{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|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|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.
{{BTD6 tower changes
|base changes=*{{nerf|Beast Handler reposition cooldown increased|0.5s|5s}}}}
| version = 39.0
{{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.  
| tower = Beast Handler
|tiers 1=3XX|changes 1=*{{buff|Great White pierce increased|6|10}}
| 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 reposition cooldown increased|0.5s|5s}}
| base 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.
}}
{{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}}
*{{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}}
| quote 1 = Great White lacks a lot of pierce for an upgrade with a slower widespread AoE design for the price range.
| tiers 2 = 4XX
| changes 2 = *{{buff|Orca max bonus pierce from merge increased|24|40|note=Max-power pierce increased from 44 to 60}}
| quote 2 = Orca we feel has both min & max power use cases, though doesn’t grow enough ‘along the way’ from un-maxed merging.
| quote 1 tiers = 3xx
| quote 2 tiers = 4xx
}}
}}
{{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.  
{{BTD6 tower changes
|tiers 1=X2X,X3X|changes 1=*{{nerf|Attack delay increased|0.9s|1s}}
| 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|0.9s|1s}}
*{{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}}
|tiers 2=X5X|changes 2=*{{buff|Giganotosaurus now ignores line of sight}}
| quote 1 = 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 2 = X5X
| changes 2 = *{{buff|Giganotosaurus now ignores line of sight}}
*{{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}}
| tiers 3 = X4X
| changes 3 = *{{nerf|Tyrannosaurus Rex should no longer double cooldown buffs from Energizer sub|fix=y}}
| quote 1 tiers = x2x,x3x
}}
}}
{{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
{{BTD6 tower changes
|tiers 1=XX2|changes 1=*{{nerf|Horned Owl pierce reduced|8|6}}
| 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}}
*{{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}}
|tiers 2=XX4|changes 2=*{{buff|Condor at Max beastpower can now attack ungrabbable MOABs}}
| quote 1 = 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.
| tiers 2 = XX4
| changes 2 = *{{buff|Condor at Max beastpower can now attack ungrabbable MOABs}}
*{{nerf|Condor MOAB pierce penalty increased|+9|+14}}
*{{nerf|Condor MOAB pierce penalty increased|+9|+14}}
*{{nerf|Condor BFB pierce penalty increased|+29|+44}}
*{{nerf|Condor BFB pierce penalty increased|+29|+44}}
|tiers 3=XX5|changes 3=*{{nerf|Pouakai pierce reduced|200|150}}
| quote 2 = 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.
| tiers 3 = XX5
| changes 3 = *{{nerf|Pouakai pierce reduced|200|150}}
*{{buff|Pouakai max bonus pierce from merge increased|250|300|note=Max-power pierce remains 450, mid-power xx5 pierce decreased from 325 to 300}}
*{{buff|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|Pouakai damage reduced|20|10}}
*{{buff|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}}
*{{buff|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 bonus MOAB-class damage reduced|+110|+80}}|tiers 9=X4X|changes 9=*{{nerf|Tyrannosaurus Rex should no longer double cooldown buffs from Energizer sub|fix=y}}}}
*{{nerf| Pouakai bonus MOAB-class damage reduced|+110|+80}}
| quote 3 = 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
| quote 1 tiers = xx2
| quote 2 tiers = xx4
| quote 3 tiers = xx5
}}


== Heroes ==
== Heroes ==

Revision as of 16:08, 2 May 2025

Version 39.0
Artwork representing version 39.0
Release dates
Steam9 October 2023[1]

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
Icon of Drone Flying 101 Drone Flying 101 Tutorials
Icon of Obyn's Gardening School Obyn's Gardening School Tutorials
Icon of Grow Less Than Galaxili! Grow Less Than Galaxili! Challenges
Knowledge Category
Support

Cosmetic Items

Template:BTD6 team store item list by introduced

General Changes

  • Extra Contested Territory logic added to support newer content
  • Buff Beast Handler now enabled for CT
  • Buff Phayze & Dreadbloon now enabled for CT
  • Buff 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

  • Buff Boss Event and CT Boss default Penalty Time changed ― 10s → 10 + round number * 0.25
  • Nerf 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
  • Nerf Upgrade cost increased ― $3,000 → $3,800
X-5-X Absolute Zero
  • Buff Upgrade cost reduced ― $20,000 → $19,200
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
  • Buff Upgrade cost reduced ― $32,000 → $29,000
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
  • Buff Upgrade cost reduced ― $35,000 → $32,000
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
  • Buff Upgrade cost reduced ― $5,100 → $4,800
X-4-X Rocket Storm
  • Nerf Upgrade cost increased ― $5,250 → $5,550
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
  • Buff Upgrade cost reduced ― $950 → $800
X-4-X Summon Phoenix
  • Nerf Upgrade cost increased ― $6,000 → $7,500
X-5-X Wizard Lord Phoenix
  • Buff Upgrade cost reduced ― $52,500 → $50,000
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
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.
— Update notes
Tiers Changes
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
— Update notes
Tiers Changes
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
Tiers Changes
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.
— Update notes
Tiers Changes
X-X-5 XXXL Trap
  • Buff Upgrade cost reduced ― $54,000 → $48,000
Tiers Changes
Tiers Changes
Great White lacks a lot of pierce for an upgrade with a slower widespread AoE design for the price range.
— Update notes
Tiers Changes
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
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.
— Update notes
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
  • Nerf Cocktail of Fire ability pierce reduced ― 40 → 30
7+
  • Buff Cocktail of Fire ability pierce increased ― 30 → 50
6-8
  • Nerf Base attack burn damage reduced ― 2 → 1
9
  • Nerf Base attack burn damage reduced ― 4 → 2
10+
  • Neutral Lv10+ Base attack burn damage remains +1 per level
    • Note: total burn damage reduced by 2 overall
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+
  • Buff Target Focus ability: For 15 seconds all Mortars will follow touch/cursor & have 30% improved accuracy (45s cooldown)
    • Note: Ninja Kiwi said 30 seconds in the patch notes but in game testing proves this wrong
  • At the end of the ability duration, mortars snap back to their previous set location
  • A new target can be set on any Mortar during this ability to break them out early
Levels Changes
10+
  • Buff MOAB Hex should no longer be able to skip its final damage tic (bug fix)
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+
  • Nerf Long Arm of Light cooldown increased ― 40s → 45s
7+
  • Nerf Blood Sacrifice cooldown increased ― 10s → 30s
11-16
  • Nerf Adora attack cooldown delay increased ― 0.8 → 0.85
17+
  • Nerf Adora attack cooldown delay increased ― 0.6 → 0.7
20
  • Nerf Adora Lv20 Blood Sacrifice value required per 1% multiplier no longer reduced ― 50 → 100
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
  • Buff Each Paragon totem placed now displays a buff icon with a stack count that displays how many are placed
5+
  • Nerf Lv5 & Lv15 Sharpening Stones can no longer stack their benefits (bug fix)
7+
  • Buff Blade Trap can now benefit from Camo granted to Geraldo (bug fix)

Monkey Knowledge

  • Buff Now allows Ball Lightning Arcs to freeze instead of granting 100% chance to freeze

Relics

  • Buff Flint Tip Darts should no longer be able to skip its final damage tic (bug fix)
  • Buff 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

  • Nerf Resolved a bug that was benefitting different paragons boss damage by differing amounts
    • Note: Net nerf for most paragons
  • Buff Resolved an issue preventing other Paragon damage bonuses (like Ceramic/Camo) from scaling well with degrees
  • Buff 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
  • Buff Paragon Boss damage multiplier each 20 degrees increased ― 20% → 25%
Tiers Changes
Paragon
  • Buff Paragon cost reduced ― $325,000 → $150,000
  • Buff Cost per power reduced ― $25 → $6.375/$7.5/$8.1/$9
  • Nerf Base damage reduced ― 20 → 15
  • Buff Damage to Ceramics increased ― +30 → +75
  • Nerf Base attack cooldown increased ― 0.35s → 0.4s
  • Nerf Resolved an inconsistency with Master Double Cross contributing far more to Paragon Degrees than it should be worth (bug fix)
    • Note: This inconsistency is a 4th tier 5 tower contributing an extra 10,000 power from the cash contribution resulting in a degree 30 Dart Paragon.This change also affects other Paragons but only in coop.
  • Nerf Has less Boss damage, especially on Elite and at higher Degrees
Tiers Changes
Paragon
  • Buff Paragon cost reduced ― $350,000 → $275,000
  • Buff Cost per power reduced ― $25 → $11.685/$13.75/$14.85/$16.5
  • Nerf Range reduced ― 75 → 60
  • Nerf Main attack: damage to Boss Bloons reduced ― +60 → +50
  • Nerf Press attack: final explosion damage to Boss Bloons reduced ― +5,000 → +4,000
  • Nerf Press attack: base cooldown increased ― 2.5s → 3s
  • Nerf Orbital attack: damage to Boss Bloons reduced ― +160 → +150
  • Nerf Orbital attack: radius reduced ― 60 → 50
  • Nerf Has less Boss damage, especially on Elite and at higher Degrees
Tiers Changes
Paragon
  • Neutral Cost per power changed ― $25 → $23.375/$27.5/$29.7/$33
  • Nerf Turret: base cooldown increased ― 0.2145s → 0.25s
  • Nerf Plane forward attack: base cooldown increased ― 0.15s → 0.18s
  • Nerf Plane radial attack: base cooldown increased ― 1.5s → 1.8s
  • Nerf Has less Boss damage, especially on Elite and at higher Degrees
Tiers Changes
Paragon
  • Nerf Cost per power increased ― $25 → $38.25/$45/$48.6/$54
  • Nerf Carpet Bomb: base cooldown increased ― 40s → 45s
  • Nerf Has less Boss damage, especially on Elite and at higher Degrees
Tiers Changes
Paragon
  • Nerf Cost per power increased ― $25 → $31.875/$37.5/$40.5/$45
  • Buff Small Zombie sub projectile pierce increased ― 20 → 50
  • Buff Draining Beam: base damage increased ― 50 → 200
  • Buff Arcane Spike: damage to MOAB-Class increased ― +200 → +250
  • Buff Arcane Spike: damage to Boss Bloons increased ― +100 → +150
  • Buff Dark Phoenix Firebomb: now deals +50 damage to Boss Bloons
  • Buff Metamorphosis Flamethrower: pierce increased ― 30 → 100
  • Buff Metamorphosis Flamethrower: damage to Boss Bloons increased ― +500 → +1000
  • Nerf Phoenix should no longer be immune to Vortex stun (bug fix)
  • Nerf Has less boss damage, especially on Elite and at higher Degrees
Tiers Changes
Paragon
  • Nerf Ninja Paragon has less Boss damage, especially on Elite and at higher Degrees
  • Neutral Cost per power changed ― $25 → $21.25/$25/$27/$30

Note: Despite what Ninja Kiwi said the Ascended Shadow did get a big boss damage nerf for most elite bosses.

Tiers Changes
Paragon
  • Nerf Has less Boss damage, especially on Elite and at higher Degrees
  • Nerf Cost per power increased ― $25 → $27.625/$32.5/$35.1/$39

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.

Video

References