Update history:Bloons TD 6/Version 42.0: Difference between revisions
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=== [[Gwendolin (BTD6)|Gwendolin]] === | === [[Gwendolin (BTD6)|Gwendolin]] === | ||
{{BTD6 hero changes|quote=Looking back over her kit, we noticed that we’ve never improved the actual attack itself for Gwen’s Heat it Up. Allowing her to be juiced up with high attack speed in order to spam these supercharged bursts of damage sounds fun and cool, so while noting that this will also increase the uptime of her buff we’re removing the limiter on her Heat it Up rate and pumping up its damage tenfold.|version=42.0|hero=Gwendolin|changes 1=*{{nerf| | {{BTD6 hero changes | ||
| quote = Looking back over her kit, we noticed that we’ve never improved the actual attack itself for Gwen’s Heat it Up. Allowing her to be juiced up with high attack speed in order to spam these supercharged bursts of damage sounds fun and cool, so while noting that this will also increase the uptime of her buff we’re removing the limiter on her Heat it Up rate and pumping up its damage tenfold. | |||
| version = 42.0 | |||
| hero = Gwendolin | |||
| changes 1 = *{{nerf|Heat it Up now has pierce of 100}} | |||
| changes 1 levels = 4+ | |||
| changes 2 = *{{buff|Gwen’s attack rate levels (Lv12, 15, 18) no longer reduce Heat it Up frequency}} | |||
| changes 2 levels = 12+ | |||
| changes 3 = *{{buff|Lv12 Heat it Up damage increased|3|10}} | |||
| changes 3 levels = 12-14 | |||
| changes 4 = *{{buff|Lv15 Heat it Up damage increased|3|20}} | |||
| changes 4 levels = 15-17 | |||
| changes 5 levels = 18+ | |||
| changes 5 = *{{buff|Lv18 Heat it Up damage increased|3|30}} | |||
}} | |||
=== [[Obyn Greenfoot (BTD6)|Obyn Greenfoot]] === | === [[Obyn Greenfoot (BTD6)|Obyn Greenfoot]] === | ||
{{BTD6 hero changes|quote=Playing on ‘growth’ with his nature theme we’re allowing Obyn to sustain a long-lasting army of Brambles across multiple rounds, and we are doubling Obyn’s buff to Jungle Druid range to hopefully make it significant enough to enable druids much more power for a mid-late farming setup.|version=42.0|hero=Obyn Greenfoot|changes 1=*{{buff| | {{BTD6 hero changes | ||
*{{buff| | | quote = Playing on ‘growth’ with his nature theme we’re allowing Obyn to sustain a long-lasting army of Brambles across multiple rounds, and we are doubling Obyn’s buff to Jungle Druid range to hopefully make it significant enough to enable druids much more power for a mid-late farming setup. | ||
| version = 42.0 | |||
| hero = Obyn Greenfoot | |||
| changes 1 = *{{buff| Brambles cooldown reduced|35|30}} | |||
*{{buff| Brambles round duration increased|1|5}} | |||
| changes 1 levels = 3+ | |||
| changes 2 = *{{buff| Range buff for x3x druids increased|20%|40%}} | |||
| changes 2 levels = 5+ | |||
}} | |||
=== [[Benjamin (BTD6)|Benjamin]] === | === [[Benjamin (BTD6)|Benjamin]] === | ||
{{BTD6 hero changes|quote=Benjamin’s value as a farming hero is majorly tied to how much more efficient he is at Lv1 than base farms and at a lower cost, whereas his higher levels of cash generation are quite inconsequential. Given this along with his early game snowball being a general balance concern, we're lowering the base cash generation to not be so overwhelming but also pumping up cash generation into his higher levels so he brings a lot more to the table later.|version=42.0|hero=Benjamin|changes 1=*{{nerf| | {{BTD6 hero changes | ||
| quote = Benjamin’s value as a farming hero is majorly tied to how much more efficient he is at Lv1 than base farms and at a lower cost, whereas his higher levels of cash generation are quite inconsequential. Given this along with his early game snowball being a general balance concern, we're lowering the base cash generation to not be so overwhelming but also pumping up cash generation into his higher levels so he brings a lot more to the table later. | |||
| version = 42.0 | |||
| hero = Benjamin | |||
| changes 1 = *{{nerf|Cash generation reduced|$100|$80}} | |||
| changes 1 levels = 1 | |||
| changes 2 = *{{nerf| Cash generation reduced|$150|$120}} | |||
| changes 2 levels = 2-7 | |||
| changes 3 = *{{change| Cash generation remains unchanged at $250}} | |||
| changes 3 levels = 8-10 | |||
| changes 4 = *{{buff| Cash generation increased|$300|$1000}} | |||
| changes 4 levels = 11-14 | |||
| changes 5 = *{{buff| Cash generation increased|$500|$2500}} | |||
| changes 5 levels = 15-16 | |||
| changes 6 = *{{buff| Cash generation increased|$800|$5000}} | |||
| changes 6 levels = 17+ | |||
}} | |||
=== [[Ezili (BTD6)|Ezili]] === | === [[Ezili (BTD6)|Ezili]] === | ||
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| version = 42.0 | | version = 42.0 | ||
| hero = Corvus | | hero = Corvus | ||
| changes 1 = *{{buff| | | changes 1 = *{{buff| Haste cost reduced|75|50}} | ||
| changes 1 levels = 3+ | | changes 1 levels = 3+ | ||
| changes 1 names = Haste | | changes 1 names = Haste | ||
| changes 2 = *{{nerf| | | changes 2 = *{{nerf| Storm attack cooldown increased|0.1|0.12}} | ||
| changes 2 levels = 8+ | | changes 2 levels = 8+ | ||
| changes 2 names = Storm | | changes 2 names = Storm | ||
}}{{BTD6 hero changes|quote=Higher levels of Corvus feel they have far too much mana which leads to difficult to maintain and less interesting spam of spells, so we’re lowering the range in which Spiritual Balance grants bonus mana recovery|version=42.0|hero=Corvus|changes 1 levels=8+|changes 1=*{{nerf| | }}{{BTD6 hero changes | ||
*{{nerf| | | quote = Higher levels of Corvus feel they have far too much mana which leads to difficult to maintain and less interesting spam of spells, so we’re lowering the range in which Spiritual Balance grants bonus mana recovery | ||
| version = 42.0 | |||
| hero = Corvus | |||
| changes 1 levels = 8+ | |||
| changes 1 = *{{nerf| Corvus mana gain curve decay start point|40%|25%}} | |||
*{{nerf| Corvus mana gain curve decay end point|80%|65%}} | |||
}}{{BTD6 hero changes | |||
| quote = The cycle of Recovery into Nourishment over and over to maximize XP earnings while never having corvus attack ruins the fun of actually playing this hero, so we’re ending this. | | quote = The cycle of Recovery into Nourishment over and over to maximize XP earnings while never having corvus attack ruins the fun of actually playing this hero, so we’re ending this. | ||
| version = 42.0 | | version = 42.0 | ||
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| changes 1 levels = 10+ | | changes 1 levels = 10+ | ||
| changes 1 names = Recovery, Nourishment | | changes 1 names = Recovery, Nourishment | ||
}}{{BTD6 hero changes|quote=We wanted to avoid passive stall mana gain with Corvus initially, however in order to grant a little bit more leeway for co-op splits or general bad placement, we are allowing Corvus to passively generate a little mana over time while Bloons are spawning but reducing the mana gain from popping Haunted Bloons|version=42.0|hero=Corvus|changes 1=*{{nerf| | }}{{BTD6 hero changes | ||
*{{buff| | | quote = We wanted to avoid passive stall mana gain with Corvus initially, however in order to grant a little bit more leeway for co-op splits or general bad placement, we are allowing Corvus to passively generate a little mana over time while Bloons are spawning but reducing the mana gain from popping Haunted Bloons | ||
| version = 42.0 | |||
| hero = Corvus | |||
| changes 1 = *{{nerf| Haunt mana gain per layer reduced|8|5}} | |||
*{{buff| Corvus passively recovers 1mana /s so long as Bloons are spawning}} | |||
| changes 1 levels = 1+ | |||
}} | |||
== Relics == | == Relics == | ||