Update history:Bloons TD 6/Version 41.0: Difference between revisions
→Changes: working on updating this to the new guidelines |
|||
| Line 31: | Line 31: | ||
== Changes == | == Changes == | ||
=== Towers === | === Towers === | ||
| Line 90: | Line 52: | ||
| path 1 tier 3 cost after = 600 | | path 1 tier 3 cost after = 600 | ||
| changes 1 tiers = 3XX | | changes 1 tiers = 3XX | ||
| changes 1 = *{{nerf| | | changes 1 = *{{nerf|name=Main attack|Pierce reduced|60|30}} | ||
*{{nerf| | *{{nerf|name=Main attack|Bounce distance reduced|90|60|note=Does not affect M.O.A.R Glaives}} | ||
| quote 2 = Glaives are heavily focused grouped cleanup with low damage but high target count, however this scales poorly into MOABs & lategame so we’re reworking Ricochet to a much cheaper but weaker starting cleanup with MOAR staying a significant upgrade over this. | | quote 2 = Glaives are heavily focused grouped cleanup with low damage but high target count, however this scales poorly into MOABs & lategame so we’re reworking Ricochet to a much cheaper but weaker starting cleanup with MOAR staying a significant upgrade over this. | ||
| changes 2 tiers = 4XX;5XX | | changes 2 tiers = 4XX;5XX | ||
| changes 2 = *{{nerf| | | changes 2 = *{{nerf|name=Main attack|Pierce reduced|100|80}} | ||
*{{ | *{{rate change|0.6|0.4}} | ||
| quote 3 = As Glaive Lord is a more heavily concentrated version of the previous tiers we are increasing its bounce distance to a map wide ricochet and increasing the orbital attack consistency. | | quote 3 = As Glaive Lord is a more heavily concentrated version of the previous tiers we are increasing its bounce distance to a map wide ricochet and increasing the orbital attack consistency. | ||
| changes 3 tiers = 5XX | | changes 3 tiers = 5XX | ||
| changes 3 = *{{buff| | | changes 3 = *{{buff|name=Main attack|Bounce distance increased|180|max}} | ||
*{{ | *{{rate change|name=Orbitals|0.1|0.08}} | ||
*{{nerf|Orbitals | *{{nerf|name=Orbitals|No longer deals +2 damage to Fortified}} | ||
| quote 2 tiers = 3xx;4xx | | quote 2 tiers = 3xx;4xx | ||
| quote 3 tiers = 5xx | | quote 3 tiers = 5xx | ||
| Line 128: | Line 90: | ||
| tower = Tack Shooter | | tower = Tack Shooter | ||
| changes 1 tiers = 500 | | changes 1 tiers = 500 | ||
| changes 1 = *{{buff| | | changes 1 = *{{buff|name=Main attack|Pierce increased|30|45}} | ||
| quote 2 = Inferno Ring didn’t need the pierce reduction that was last applied to Ring of Fire so we’re adding this back. | | quote 2 = Inferno Ring didn’t need the pierce reduction that was last applied to Ring of Fire so we’re adding this back. | ||
| changes 2 tiers = 520 | | changes 2 tiers = 520 | ||
| changes 2 = *{{buff| | | changes 2 = *{{buff|name=Main attack|Pierce increased|45|60}} | ||
| quote 3 = The recent ability crosspathing for Tack Shooter was fun but feels too lopsided as pierce concerns are very niche on Maelstrom, instead we want to shift this entire focus around for top path to be the rate crosspath for more damage in a shorter amount of time and leaving bottom mainly about greater overall uptime. | | quote 3 = The recent ability crosspathing for Tack Shooter was fun but feels too lopsided as pierce concerns are very niche on Maelstrom, instead we want to shift this entire focus around for top path to be the rate crosspath for more damage in a shorter amount of time and leaving bottom mainly about greater overall uptime. | ||
| changes 3 tiers = X3X;X4X | | changes 3 tiers = X3X;X4X | ||
| changes 3 = *{{neutral| | | changes 3 = *{{neutral|name=Main attack|Damage type changed|Sharp|Shatter}} | ||
| changes 4 tiers = X4X | | changes 4 tiers = X4X | ||
| changes 4 = *{{buff| | | changes 4 = *{{buff|name=Ability|Pierce increased|120|200}} | ||
| changes 5 tiers = X5X | | changes 5 tiers = X5X | ||
| changes 5 = *{{nerf| | | changes 5 = *{{nerf|name=Ability|Damage type changed|Normal|Shatter}} | ||
*{{buff| | *{{buff|name=Ability|Pierce increased|300|500}} | ||
| changes 6 tiers = 140;150 | | changes 6 tiers = 140;150 | ||
| changes 6 = | | changes 6 = | ||
*{{nerf|Faster Shooting no longer increases ability pierce}} | *{{nerf|Faster Shooting no longer increases ability pierce}} | ||
**{{neutral|Overall pierce is unchanged (due to changes to the base pierce)}} | |||
*{{buff|Faster Shooting now reduces ability attack cooldown by 15%}} | |||
**{{nerf|Overall attack cooldown of this crosspath increased|0.03s|0.03825s|due to changes to the base attack cooldown}} | |||
| changes 7 tiers = 240;250 | | changes 7 tiers = 240;250 | ||
| changes 7 = *{{nerf|Even Faster Shooting no longer increases ability pierce}} | | changes 7 = | ||
*{{buff| | *{{nerf|Even Faster Shooting no longer increases ability pierce}} | ||
**{{neutral|Overall pierce is unchanged (due to changes to the base pierce)}} | |||
*{{buff|Even Faster Shooting now decreases ability attack cooldown by 15%}} | |||
**Reduces overall attack cooldown by 27.75% (due to changes to the previous tier) | |||
**{{nerf|Overall attack cooldown of this crosspath increased|0.03s|0.0325125s|due to changes to the base attack cooldown}} | |||
| changes 8 tiers = X4X;X5X | | changes 8 tiers = X4X;X5X | ||
| changes 8 = *{{ | | changes 8 = *{{rate change|name=Ability|0.03|0.045}} | ||
| quote 2 tiers = 5xx | | quote 2 tiers = 5xx | ||
| quote 3 tiers = x4x;x5x; | | quote 3 tiers = x4x;x5x;1xx;2xx | ||
}} | }} | ||
| Line 170: | Line 139: | ||
| path 3 tier 5 cost after = 24000 | | path 3 tier 5 cost after = 24000 | ||
| changes 1 tiers = 4XX | | changes 1 tiers = 4XX | ||
| changes 1 = *{{buff| | | changes 1 = *{{buff|name=Puddle|Damage increased|1|2}} | ||
| quote 2 = Bloon Liquifier is not a great save-up into Bloon Solver, so buffing its puddles. | | quote 2 = Bloon Liquifier is not a great save-up into Bloon Solver, so buffing its puddles. | ||
| changes 2 tiers = XX5 | | changes 2 tiers = XX5 | ||
| changes 2 = *{{buff|DoT | | changes 2 = *{{buff|name=DoT|Damage per tick increased|1|20}} | ||
*{{nerf| | *{{nerf|name=Main attack|Damage to MOAB-Class reduced|+50|+30}}<!--bloon damage remains 0--> | ||
| quote 3 = Glue Storm is fantastic now however buildup tiers into it feel they serve little point at all, we're shifting price out of Glue Soak into MOAB Glue and from Glue Hose into Glue Strike so these weaker upgrades can come by sooner. | | quote 3 = Glue Storm is fantastic now however buildup tiers into it feel they serve little point at all, we're shifting price out of Glue Soak into MOAB Glue and from Glue Hose into Glue Strike so these weaker upgrades can come by sooner. | ||
| changes 3 tiers = 205 | | changes 3 tiers = 205 | ||
| changes 3 = *{{buff|DoT | | changes 3 = *{{buff|name=DoT|Damage per tick increased|1|21}} | ||
*{{buff|DoT | *{{buff|name=DoT|Damage interval reduced|2s|1.8s}} | ||
| quote 4 = Super Glue isn’t a big upgrade to Relentless Glue for the high cost so we're setting it at a different price point to other similar role towers, but also hitting it with a larger full rework of number shuffling, with more of the damage it deals coming from the DoT rather than the initial impact making it easier for DoT to self-trigger glue explosions and act as a buff to the 205 crosspath along with the base pierce of the glue explosions being higher. | | quote 4 = Super Glue isn’t a big upgrade to Relentless Glue for the high cost so we're setting it at a different price point to other similar role towers, but also hitting it with a larger full rework of number shuffling, with more of the damage it deals coming from the DoT rather than the initial impact making it easier for DoT to self-trigger glue explosions and act as a buff to the 205 crosspath along with the base pierce of the glue explosions being higher. | ||
| changes 4 tiers = 024 | | changes 4 tiers = 024 | ||
| changes 4 = *{{buff|Pop | | changes 4 = *{{buff|name=Pop splat|Pierce increased|9|10}} | ||
| changes 5 tiers = 005 | | changes 5 tiers = 005 | ||
| changes 5 = *{{buff| | | changes 5 = *{{buff|name=Pop splat|No longer locked to Relentless Glue stats when not crosspathed}} | ||
*{{buff|Pop | *{{buff|name=Pop splat|Pierce increased|6|11}} | ||
| changes 6 tiers = 015 | | changes 6 tiers = 015 | ||
| changes 6 = *{{buff|Pop | | changes 6 = *{{buff|name=Pop splat|Pierce increased|6|12}} | ||
| changes 7 tiers = 025 | | changes 7 tiers = 025 | ||
| changes 7 = *{{buff|Pop | | changes 7 = *{{buff|name=Pop splat|Pierce increased|6|15}} | ||
| quote 2 tiers = 4xx | | quote 2 tiers = 4xx | ||
| quote 3 tiers = x2x;x3x;x4x;x5x;xx3 | | quote 3 tiers = x2x;x3x;x4x;x5x;xx3 | ||
| Line 217: | Line 186: | ||
| path 3 tier 5 cost after = 14700 | | path 3 tier 5 cost after = 14700 | ||
| changes 1 tiers = X4X;X5X | | changes 1 tiers = X4X;X5X | ||
| changes 1 = *{{buff| | | changes 1 = *{{buff|name=Ability|Crates now remain collectable if the tower is sold|fix=y}} | ||
| quote 1 = Sniper Monkey has some very powerful upgrades but also many poor stepping stones. We felt this tower needed a big price shuffle all around, pushing down the cost of many underwhelming upgrades but returning this back into stronger upgrades. | | quote 1 = Sniper Monkey has some very powerful upgrades but also many poor stepping stones. We felt this tower needed a big price shuffle all around, pushing down the cost of many underwhelming upgrades but returning this back into stronger upgrades. | ||
| quote 1 tiers = 2xx;4xx;x1x;x3x;xx1+ | | quote 1 tiers = 2xx;4xx;x1x;x3x;xx1+ | ||
| Line 234: | Line 203: | ||
| path 2 tier 3 cost after = 1350 | | path 2 tier 3 cost after = 1350 | ||
| changes 1 tiers = 3XX+ | | changes 1 tiers = 3XX+ | ||
| changes 1 = *{{neutral| | | changes 1 = *{{neutral|Submerge targeting is now mapped to Monkey Special 1}} | ||
| quote 2 = We have come back a number of times to add, fix & balance sub crosspathing, over years of learning though it currently feels messy and we’d like simplification. Heat-Tipped Darts doesn’t increase base sub pierce, so it feels silly to require it for maximum pierce on Submerged subs. Likewise Airburst shouldn’t be required to maximize the rate of submerged subs, instead we’d rather give people an easier way to work with the Airburst attack if they desire to upgrade to it so ‘Submerge’ is moving to a new Tower Special rather than target priority. | | quote 2 = We have come back a number of times to add, fix & balance sub crosspathing, over years of learning though it currently feels messy and we’d like simplification. Heat-Tipped Darts doesn’t increase base sub pierce, so it feels silly to require it for maximum pierce on Submerged subs. Likewise Airburst shouldn’t be required to maximize the rate of submerged subs, instead we’d rather give people an easier way to work with the Airburst attack if they desire to upgrade to it so ‘Submerge’ is moving to a new Tower Special rather than target priority. | ||
| changes 2 tiers = 310;410;510 | | changes 2 tiers = 310;410;510 | ||
| changes 2 = *{{buff| | | changes 2 = *{{buff|name=Decamo pulse|Pierce increased|120|150}} | ||
| quote 3 = Ballistic Missiles always had excessive pierce for what it is, so this is being cut back on. | | quote 3 = Ballistic Missiles always had excessive pierce for what it is, so this is being cut back on. | ||
| changes 3 tiers = 320;420;520 | | changes 3 tiers = 320;420;520 | ||
| changes 3 = *{{nerf|Heat-tipped Darts no longer increases | | changes 3 = *{{nerf|Heat-tipped Darts no longer increases decamo pulse pierce by 30}} | ||
**{{neutral|Overall pierce is unchanged (due to changes to the previous tier)}} | |||
| changes 4 tiers = 301 | | changes 4 tiers = 301 | ||
| changes 4 = *{{buff| | | changes 4 = *{{buff|name=Decamo pulse|Attack cooldown bonus increased|-15%|-30%}} | ||
*{{buff| | **{{buff|Overall attack cooldown reduced|1.275s|1.05s}} | ||
| changes 5 tiers = 401;501 | | changes 5 tiers = 401;501 | ||
| changes 5 = *{{buff|Damage pulse | | changes 5 = | ||
*{{buff| | *{{buff|name=Damage pulse and decamo pulse|Attack cooldown bonus increased|-15%|-30%}} | ||
**{{buff|Overall attack cooldown reduced|0.255s|0.21s}} | |||
| changes 6 tiers = 302 | | changes 6 tiers = 302 | ||
| changes 6 = *{{nerf| | | changes 6 = *{{nerf|Airburst Darts no longer reduces the attack cooldown of the decamo pulse}} | ||
**{{nerf|Overall attack cooldown increased|0.95625s|1.05s|due to changes to the previous tier}} | |||
| changes 7 tiers = 402;502 | | changes 7 tiers = 402;502 | ||
| changes 7 = *{{nerf| | | changes 7 = *{{nerf|Airburst Darts no longer reduces the attack cooldown of the damage pulse}} | ||
**{{nerf|Overall attack cooldown increased|0.19125s|0.21s|due to changes to the previous tier}} | |||
| changes 8 tiers = 410;510 | | changes 8 tiers = 410;510 | ||
| changes 8 = *{{buff|Damage pulse | | changes 8 = *{{buff|name=Damage pulse|Pierce increased|70|100}} | ||
| changes 9 tiers = 420;520 | | changes 9 tiers = 420;520 | ||
| changes 9 = *{{nerf|Heat-tipped Darts | | changes 9 = *{{nerf|Heat-tipped Darts no longer increases damage pulse pierce by 30}} | ||
**{{neutral|Overall pierce is unchanged (due to changes to the previous tier)}} | |||
| changes 10 tiers = X3X+ | | changes 10 tiers = X3X+ | ||
| changes 10 = *{{nerf|Ballistic Missile | | changes 10 = *{{nerf|name=Ballistic Missile|Pierce reduced|100|60}} | ||
| changes 11 tiers = X3X;X4X | | changes 11 tiers = X3X;X4X | ||
| changes 11 = *{{ | | changes 11 = *{{rate change|name=Ballistic Missile|0.9945|1}} | ||
| changes 12 tiers = 031+ | | changes 12 tiers = 031+ | ||
| changes 12 = *{{ | | changes 12 = *{{rate change|name=Ballistic Missile|0.8702|0.875}} | ||
| quote 2 tiers = 3xx+;x1x;x2x;xx1;xx2 | | quote 2 tiers = 3xx+;x1x;x2x;xx1;xx2 | ||
| quote 3 tiers = x3x+ | | quote 3 tiers = x3x+ | ||
| Line 662: | Line 636: | ||
}} | }} | ||
;Shop items | |||
{{BTD6 changes | {{BTD6 changes | ||
| version = 41.0 | | version = 41.0 | ||
| Line 697: | Line 671: | ||
| version = 41.0 | | version = 41.0 | ||
| hero = Corvus | | hero = Corvus | ||
| changes 1 = *{{neutral|Haunt | | changes 1 = *{{neutral|name=Haunt|Can no longer target Golden Bloons|fix=y}} | ||
*{{nerf|Spirit | *{{nerf|name=Spirit|No longer grants range to [[Advanced Intel (BTD6)|Advanced Intel]]|fix=y}} | ||
| changes 1 levels = 1+ | | changes 1 levels = 1+ | ||
| changes 2 = *{{nerf|Soul Harvest | | changes 2 = *{{nerf|name=Soul Harvest|Cooldown increased|30s|35s}} | ||
| changes 2 levels = 3+ | | changes 2 levels = 3+ | ||
|priority=2 | |priority=2 | ||
}} | }} | ||
;Spells | |||
{{BTD6 changes | {{BTD6 changes | ||
| version = 41.0 | | version = 41.0 | ||
| Line 763: | Line 737: | ||
=== Monkey Knowledge === | === Monkey Knowledge === | ||
{{BTD6 changes table|version=41.0 | |||
|changes 1 quote=Ace balance early on has been problematic in some cases, instead of directly nerfing Ace we felt the most fair solution here was to instead nerf this knowledge point as it can interact in an extremely powerful way with how many projectiles these towers can produce at low upgrades. | |||
{{BTD6 changes | |changes 1 label={{BTD6 mk|Airforce Upgrades}} | ||
| version = 41.0 | |changes 1 names=Airforce Upgrades | ||
| quote = Ace balance early on has been problematic in some cases, instead of directly nerfing Ace we felt the most fair solution here was to instead nerf this knowledge point as it can interact in an extremely powerful way with how many projectiles these towers can produce at low upgrades. | |changes 1=*Description changed (the nerf was not actually implemented until version 49.0) | ||
| changes = *{{text | {{compare text|before=Monkey Ace and Heli Pilot get +1 pierce per shot.|after=Monkey Aces and Heli Pilots of Tier 3 or higher get +1 pierce per shot.}} | ||
| | |changes 2 label={{BTD6 mk|Vigilant Sentries}} | ||
}} | |changes 2 names=Vigilant Sentries | ||
|changes 2=*{{buff|Now affects the [[Master Builder|Master Builder]]'s Modified Sentry Paragons|fix=y}} | |||
| changes = *{{buff|Now affects the [[Master Builder|Master Builder's | |||
}} | }} | ||
| Line 788: | Line 757: | ||
| {{BTD6 changes|version=41.0|name=Extra Empowered|quote=Leveling up from 3 to 4 takes about the same amount of experience as 1 to 3, so stacking this Knowledge & Relic together without any diminishing effect was quite silly given these both apply flat levels ignorant of any actual XP requirement|hide quote=y|changes=*{{nerf|The 'Extra Empowered' relic is now limited to grant a maximum Hero starting level of 4}}}} | | {{BTD6 changes|version=41.0|name=Extra Empowered|quote=Leveling up from 3 to 4 takes about the same amount of experience as 1 to 3, so stacking this Knowledge & Relic together without any diminishing effect was quite silly given these both apply flat levels ignorant of any actual XP requirement|hide quote=y|changes=*{{nerf|The 'Extra Empowered' relic is now limited to grant a maximum Hero starting level of 4}}}} | ||
|} | |} | ||
===Modes=== | |||
==== [[Apopalypse (BTD6)|Apopalypse]] ==== | |||
{{BTD6 changes | |||
| version = 41.0 | |||
|quote=Much requested, Apopalypse Mode now grants end of round cash. We’ve agreed that start strategies feel too limited, especially on harder maps, so this is intended to bring more variety back to the mode. | |||
| changes = *Now grants end-of-round cash | |||
| names = Apopalypse | |||
}} | |||
==== [[CHIMPS]] ==== | |||
{{BTD6 changes | |||
| version = 41.0 | |||
| changes = *Now has a "Retry Last Round" option upon defeat in singleplayer | |||
| names = CHIMPS | |||
}} | |||
==In-game description== | ==In-game description== | ||