{{BTD6 tower changes/new|quote=Spike-o-pult not re-hitting targets after a rebound in the same way as Juggernaut isn’t as fun so we’re allowing this functionality to occur earlier now. Given the shift to more use in Boomerang Paragon with recent buffs making it more desirable we are again swapping the prices on these 2 paragons around.|version=38.0|tower=Dart Monkey|tiers 1=3XX|changes 1=*{{buff|Spike-o-pult now allows re-hitting targets after bounces}}
{{BTD6 tower changes|quote=Spike-o-pult not re-hitting targets after a rebound in the same way as Juggernaut isn’t as fun so we’re allowing this functionality to occur earlier now. Given the shift to more use in Boomerang Paragon with recent buffs making it more desirable we are again swapping the prices on these 2 paragons around.|version=38.0|tower=Dart Monkey|tiers 1=3XX|changes 1=*{{buff|Spike-o-pult now allows re-hitting targets after bounces}}
{{BTD6 tower changes/new|quote=Long Range Rangs is increasing its benefit to be more meaningful of a crosspath choice for the range rather than purely the Red Hot Rangs. Permacharge as a very good T5 doesn’t feel like it needs to have a cooldown buff over the T3 given how small this benefit is. As mentioned above on the Dart Monkey, these Paragons are having their prices swapped around and Boomerang Paragon’s Orbit attack is having the fortification bonus damage removed as this number was so small it added no value to the tower anyway.|version=38.0|tower=Boomerang Monkey|tiers 1=XX1,XX2,XX3,XX4,XX5,101,201,301,401,501,011,021,031,041,051|changes 1=*{{buff|Long Range Rangs range bonus increased|15%|33%}}|tiers 2=501|changes 2=*{{buff|Glaive Lord radius increase from Long Range Rangs increased|15%|33%}}|tiers 3=050|changes 3=*{{nerf|Perma-Charge ability cooldown|40s|45s|note=Initial cooldown reduction when bought also reduced from 10s to 15s}}|paragon changes=*{{nerf|Paragon orbit no longer deals +2 damage to fortified}}
{{BTD6 tower changes|quote=Long Range Rangs is increasing its benefit to be more meaningful of a crosspath choice for the range rather than purely the Red Hot Rangs. Permacharge as a very good T5 doesn’t feel like it needs to have a cooldown buff over the T3 given how small this benefit is. As mentioned above on the Dart Monkey, these Paragons are having their prices swapped around and Boomerang Paragon’s Orbit attack is having the fortification bonus damage removed as this number was so small it added no value to the tower anyway.|version=38.0|tower=Boomerang Monkey|tiers 1=XX1,XX2,XX3,XX4,XX5,101,201,301,401,501,011,021,031,041,051|changes 1=*{{buff|Long Range Rangs range bonus increased|15%|33%}}|tiers 2=501|changes 2=*{{buff|Glaive Lord radius increase from Long Range Rangs increased|15%|33%}}|tiers 3=050|changes 3=*{{nerf|Perma-Charge ability cooldown|40s|45s|note=Initial cooldown reduction when bought also reduced from 10s to 15s}}|paragon changes=*{{nerf|Paragon orbit no longer deals +2 damage to fortified}}
{{BTD6 tower changes/new|quote=We wanted to add something unique to Bloon Impact while also improving Really Big Bombs very slightly as a stepping stone into it, so now both of these upgrades will become capable of pushing back Bloons that they hit – even if they are stunned or frozen! This allows Bloon Impact to now catch groups of Bloons in a stun net and slowly push them back the way they came while keeping them stunned. Recursive Cluster is also having the pierce of the recursions increased a little again; while we felt it needed a nerf earlier, the amount cut from it last time was too high.|version=38.0|tower=Bomb Shooter|tiers 1=3XX,4XX,5XX|changes 1=*{{buff|Bombs now pushes back Bloons by 10 units}}|tiers 2=4XX|changes 2=*{{buff|Bomb stun duration increased|1s|1.4s|note=4xx Bloon Impact now also pushes Bloons back on every hit in addition to the Stun}}|tiers 3=5XX|changes 3=*{{buff|Bloon Crush pushes back MOAB-Class by 5 units}}|tiers 4=XX4,XX5|changes 4=*{{buff|Secondary cluster pierce multiplier increased|*3|*4}}}}
{{BTD6 tower changes|quote=We wanted to add something unique to Bloon Impact while also improving Really Big Bombs very slightly as a stepping stone into it, so now both of these upgrades will become capable of pushing back Bloons that they hit – even if they are stunned or frozen! This allows Bloon Impact to now catch groups of Bloons in a stun net and slowly push them back the way they came while keeping them stunned. Recursive Cluster is also having the pierce of the recursions increased a little again; while we felt it needed a nerf earlier, the amount cut from it last time was too high.|version=38.0|tower=Bomb Shooter|tiers 1=3XX,4XX,5XX|changes 1=*{{buff|Bombs now pushes back Bloons by 10 units}}|tiers 2=4XX|changes 2=*{{buff|Bomb stun duration increased|1s|1.4s|note=4xx Bloon Impact now also pushes Bloons back on every hit in addition to the Stun}}|tiers 3=5XX|changes 3=*{{buff|Bloon Crush pushes back MOAB-Class by 5 units}}|tiers 4=XX4,XX5|changes 4=*{{buff|Secondary cluster pierce multiplier increased|*3|*4}}}}
=== [[Tack Shooter (BTD6)|Tack Shooter]] ===
=== [[Tack Shooter (BTD6)|Tack Shooter]] ===
{{BTD6 tower changes/new|quote=Tack Zone has so much base pierce the increase from 025 is rendered irrelevant no matter how large the upgrade bonus, so to fix this we must make the base pierce value low enough to actually struggle sometimes & we will give back extra attack rate to the base upgrade to compensate for this. Ring of Fire also generally has too high a pierce amount for how effective it is at utilizing its full pierce value. Maelstrom crosspathing? Why not, feels that this could be cool to try out, and more consistency on bottom crosspath may be able to make it the preferred ability crosspath while top path which already improves the base tower more will give back the massive pierce amount for times where the greater punch per use is required.|version=38.0|tower=Tack Shooter|tiers 1=XX5|changes 1=*{{buff|Tack Zone rate increase from previous tier|25%|35%}}
{{BTD6 tower changes|quote=Tack Zone has so much base pierce the increase from 025 is rendered irrelevant no matter how large the upgrade bonus, so to fix this we must make the base pierce value low enough to actually struggle sometimes & we will give back extra attack rate to the base upgrade to compensate for this. Ring of Fire also generally has too high a pierce amount for how effective it is at utilizing its full pierce value. Maelstrom crosspathing? Why not, feels that this could be cool to try out, and more consistency on bottom crosspath may be able to make it the preferred ability crosspath while top path which already improves the base tower more will give back the massive pierce amount for times where the greater punch per use is required.|version=38.0|tower=Tack Shooter|tiers 1=XX5|changes 1=*{{buff|Tack Zone rate increase from previous tier|25%|35%}}
{{BTD6 tower changes/new|quote=Plenty of attention has been drawn to the high power of Ice, so we’re continuing to work on slowly dialing this back in fair ways.|version=38.0|tower=Ice Monkey|tiers 1=X3X,X4X|changes 1=*{{nerf|Pierce reduced|100|40|note=Absolute Zero unaffected}}|tiers 2=XX3,XX4,XX5|changes 2=*{{nerf|Cryo Cannon has 20% shorter freeze lifespan|1.5s|1.2s|note=also affects Icicles and Icicle Impale reducing their freeze durations by 20%}}}}
{{BTD6 tower changes|quote=Plenty of attention has been drawn to the high power of Ice, so we’re continuing to work on slowly dialing this back in fair ways.|version=38.0|tower=Ice Monkey|tiers 1=X3X,X4X|changes 1=*{{nerf|Pierce reduced|100|40|note=Absolute Zero unaffected}}|tiers 2=XX3,XX4,XX5|changes 2=*{{nerf|Cryo Cannon has 20% shorter freeze lifespan|1.5s|1.2s|note=also affects Icicles and Icicle Impale reducing their freeze durations by 20%}}}}
=== [[Glue Gunner (BTD6)|Glue Gunner]] ===
=== [[Glue Gunner (BTD6)|Glue Gunner]] ===
{{BTD6 tower changes/new|quote=This is not intended to be a significant nerf to the tower’s base game performance so we plan to keep an eye on the change; however the recent top path Glue Gunner changes where duplicating every high level glued Bloon into magnitudes more puddles due to the recurring children multiplication of pre-r80 Bloons. This caused performance issues and effectively broke the game in certain situations so we have limited these puddles to spawn from the first child of glued targets to keep the lategame performance unchanged but hopefully solve the root of this issue in the early game where the main attack is mostly enough to easily deal with all cleanup anyway. Also adding a little extra bonus for Relentless glue, allowing the stun splats to work on smaller MOABs & DDTs.|version=38.0|tower=Glue Gunner|tiers 1=4XX,5XX|changes 1=*{{nerf|Bloon Liquifier and Bloon Solver will only drop puddles from the first child in the split}}
{{BTD6 tower changes|quote=This is not intended to be a significant nerf to the tower’s base game performance so we plan to keep an eye on the change; however the recent top path Glue Gunner changes where duplicating every high level glued Bloon into magnitudes more puddles due to the recurring children multiplication of pre-r80 Bloons. This caused performance issues and effectively broke the game in certain situations so we have limited these puddles to spawn from the first child of glued targets to keep the lategame performance unchanged but hopefully solve the root of this issue in the early game where the main attack is mostly enough to easily deal with all cleanup anyway. Also adding a little extra bonus for Relentless glue, allowing the stun splats to work on smaller MOABs & DDTs.|version=38.0|tower=Glue Gunner|tiers 1=4XX,5XX|changes 1=*{{nerf|Bloon Liquifier and Bloon Solver will only drop puddles from the first child in the split}}
*{{nerf|Bloon Liquifier and Bloon Solver puddles no longer hit Camo Bloons innately}}|tiers 2=XX4|changes 2=*{{buff|Relentless Glue stun on pop now stuns DDTs & Blue MOABs for 0.25s}}
*{{nerf|Bloon Liquifier and Bloon Solver puddles no longer hit Camo Bloons innately}}|tiers 2=XX4|changes 2=*{{buff|Relentless Glue stun on pop now stuns DDTs & Blue MOABs for 0.25s}}
*{{buff|Relentless Glue stun on pop stuns for 1s, also stuns BFBs and ZOMGs|bug=y}}|tiers 3=420|changes 3=*{{buff|Fixed a bug with 420 glue gunner not spawning puddles from the splat|fix=y}}}}
*{{buff|Relentless Glue stun on pop stuns for 1s, also stuns BFBs and ZOMGs|bug=y}}|tiers 3=420|changes 3=*{{buff|Fixed a bug with 420 glue gunner not spawning puddles from the splat|fix=y}}}}
=== [[Sniper Monkey (BTD6)|Sniper Monkey]] ===
=== [[Sniper Monkey (BTD6)|Sniper Monkey]] ===
{{BTD6 tower changes/new|quote=Sniper farming gets a bit, er, very tedious in lategame when you reach large numbers of x4xs.|version=38.0|tower=Sniper Monkey|tiers 1=X5X|changes 1=*{{buff|Elite Sniper Elite Supply Drop will now also trigger all other Supply Drop Abilities}}
{{BTD6 tower changes|quote=Sniper farming gets a bit, er, very tedious in lategame when you reach large numbers of x4xs.|version=38.0|tower=Sniper Monkey|tiers 1=X5X|changes 1=*{{buff|Elite Sniper Elite Supply Drop will now also trigger all other Supply Drop Abilities}}
*{{change|Elite Sniper’s Elite Supply Drop no longer shares button space in the ability quickbar with other Supply Drop Abilities}}|tiers 2=5XX|changes 2=*{{nerf|Cripple MOAB can no longer debuff Dreadbloon during Military Immune Phase|fix=y}}}}
*{{change|Elite Sniper’s Elite Supply Drop no longer shares button space in the ability quickbar with other Supply Drop Abilities}}|tiers 2=5XX|changes 2=*{{nerf|Cripple MOAB can no longer debuff Dreadbloon during Military Immune Phase|fix=y}}}}
{{BTD6 tower changes/new|quote=As the price of Ground Zero has been considerably increased in the base game since then, the nerf to 1000 pierce set for races a long time ago now feels restrictive for the price.|version=38.0|tower=Monkey Ace|tiers 1=X4X|changes 1=*{{buff|Ground Zero ability pierce increased|1000|2000}}}}
{{BTD6 tower changes|quote=As the price of Ground Zero has been considerably increased in the base game since then, the nerf to 1000 pierce set for races a long time ago now feels restrictive for the price.|version=38.0|tower=Monkey Ace|tiers 1=X4X|changes 1=*{{buff|Ground Zero ability pierce increased|1000|2000}}}}
=== [[Heli Pilot (BTD6)|Heli Pilot]] ===
=== [[Heli Pilot (BTD6)|Heli Pilot]] ===
{{BTD6 tower changes/new|quote=Given Downdraft has competed as one of the most debated best towers in the game basically for its entire life for both early and late game we are reducing some of the extreme effectiveness against late game Super Ceramics by reworking it to have an overall increased effect of blowing back multiple smaller children at a time but now requiring 2 pierce to blow back ceramics. At the same time, the T4 Support Chinook is also having a large increase to make it now a more powerful real end-game choice for a lategame version of Downdraft that can quickly deal with large groups of Super Ceramics.|version=38.0|tower=Heli Pilot|tiers 1=X3X|changes 1=*{{nerf|Downdraft rate|0.15|0.225|note=Support Chinook unchanged}}
{{BTD6 tower changes|quote=Given Downdraft has competed as one of the most debated best towers in the game basically for its entire life for both early and late game we are reducing some of the extreme effectiveness against late game Super Ceramics by reworking it to have an overall increased effect of blowing back multiple smaller children at a time but now requiring 2 pierce to blow back ceramics. At the same time, the T4 Support Chinook is also having a large increase to make it now a more powerful real end-game choice for a lategame version of Downdraft that can quickly deal with large groups of Super Ceramics.|version=38.0|tower=Heli Pilot|tiers 1=X3X|changes 1=*{{nerf|Downdraft rate|0.15|0.225|note=Support Chinook unchanged}}
{{BTD6 tower changes/new|quote=We weren’t quite ever able to take Laser Shock in the direction we initially hoped to, and due to this the 203 crosspath has fallen behind in value and overall use, so we are improving some crosspath values here to fix up damage with bottom path Buckshocks|version=38.0|tower=Dartling Gunner|tiers 1=203|changes 1=*{{buff|203 Buckshot shock bonus damage increased|+1|+2}}|tiers 2=204|changes 2=*{{buff|204 BADs shock bonus damage increased|+1|+3}}|tiers 3=205|changes 3=*{{buff|205 BEZ shock bonus damage increased|+1|+6}}}}
{{BTD6 tower changes|quote=We weren’t quite ever able to take Laser Shock in the direction we initially hoped to, and due to this the 203 crosspath has fallen behind in value and overall use, so we are improving some crosspath values here to fix up damage with bottom path Buckshocks|version=38.0|tower=Dartling Gunner|tiers 1=203|changes 1=*{{buff|203 Buckshot shock bonus damage increased|+1|+2}}|tiers 2=204|changes 2=*{{buff|204 BADs shock bonus damage increased|+1|+3}}|tiers 3=205|changes 3=*{{buff|205 BEZ shock bonus damage increased|+1|+6}}}}
=== [[Wizard Monkey (BTD6)|Wizard Monkey]] ===
=== [[Wizard Monkey (BTD6)|Wizard Monkey]] ===
{{BTD6 tower changes/new
{{BTD6 tower changes
| quote = Middle path T4 Phoenix continues carrying rounds quite well for a long period of the game, as a light nerf here we’re taking away the free camo detection that Phoenix used to get, given the tower has a camo crosspath it could go for to properly inherit this onto the phoenix anyway. When the Wizard Paragon released it unintentionally drained mana from every target the main attack came into contact with, which caused the passive mana drain to scale much faster with degrees than intended. At a base level it was balanced around this factor though so the passive mana drain values have been properly reworked to trigger from attacks being performed with amounts keeping it roughly similar but not scaling up to such crazy fast drains with the high degrees.
| quote = Middle path T4 Phoenix continues carrying rounds quite well for a long period of the game, as a light nerf here we’re taking away the free camo detection that Phoenix used to get, given the tower has a camo crosspath it could go for to properly inherit this onto the phoenix anyway. When the Wizard Paragon released it unintentionally drained mana from every target the main attack came into contact with, which caused the passive mana drain to scale much faster with degrees than intended. At a base level it was balanced around this factor though so the passive mana drain values have been properly reworked to trigger from attacks being performed with amounts keeping it roughly similar but not scaling up to such crazy fast drains with the high degrees.
| version = 38.0
| version = 38.0
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=== [[Super Monkey (BTD6)|Super Monkey]] ===
=== [[Super Monkey (BTD6)|Super Monkey]] ===
{{BTD6 tower changes/new|quote=We’ve wanted to try out this idea for a while, and finally thought why not. It seemed fun to test with, so we hope people can find some fun use for it in challenges.|version=38.0|tower=Super Monkey|tiers 1=041,051|changes 1=*{{buff|041 Tech Terror's Bloon Annihilation ability now knocks back any surviving targets by a large amount: Knockback MOAB Multiplier 25, lifespan 0.2}}}}
{{BTD6 tower changes|quote=We’ve wanted to try out this idea for a while, and finally thought why not. It seemed fun to test with, so we hope people can find some fun use for it in challenges.|version=38.0|tower=Super Monkey|tiers 1=041,051|changes 1=*{{buff|041 Tech Terror's Bloon Annihilation ability now knocks back any surviving targets by a large amount: Knockback MOAB Multiplier 25, lifespan 0.2}}}}
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
{{BTD6 tower changes/new|quote=We’re mindful that this has been in place since launch, but still think this change could lead to more balanced crosspath Ninja play for casual and for apex players. Ninja's 1xx feels like it does too much, granting both range and attack speed to all crosspaths, so these benefits are now being split apart. As Sticky feels like it’s doing a fair lot of work these days we’re somewhat reworking this path into a range path but taking away the free ‘bonus range’ that Sticky used to gain independent of the tower radius.|version=38.0|tower=Ninja Monkey|tiers 1=1XX|changes 1=*{{nerf|Ninja Discipline no longer grants increased range}}|tiers 2=XX1|changes 2=*{{buff|Seeking Shuriken now grants increased range +7}}|tiers 3=XX4,XX5|changes 3=*{{buff|xx4 Sticky Bomb tower range increased|40|55}}|tiers 4=XX4|changes 4=*{{nerf|Sticky Bomb bonus +50% of tower range removed, now matches base tower|note=xx5 Master Bomber still has full map range Stickies}}}}
{{BTD6 tower changes|quote=We’re mindful that this has been in place since launch, but still think this change could lead to more balanced crosspath Ninja play for casual and for apex players. Ninja's 1xx feels like it does too much, granting both range and attack speed to all crosspaths, so these benefits are now being split apart. As Sticky feels like it’s doing a fair lot of work these days we’re somewhat reworking this path into a range path but taking away the free ‘bonus range’ that Sticky used to gain independent of the tower radius.|version=38.0|tower=Ninja Monkey|tiers 1=1XX|changes 1=*{{nerf|Ninja Discipline no longer grants increased range}}|tiers 2=XX1|changes 2=*{{buff|Seeking Shuriken now grants increased range +7}}|tiers 3=XX4,XX5|changes 3=*{{buff|xx4 Sticky Bomb tower range increased|40|55}}|tiers 4=XX4|changes 4=*{{nerf|Sticky Bomb bonus +50% of tower range removed, now matches base tower|note=xx5 Master Bomber still has full map range Stickies}}}}
=== [[Druid (BTD6)|Druid]] ===
=== [[Druid (BTD6)|Druid]] ===
{{BTD6 tower changes/new|quote=Druid of the Storm is too inconsistent due to placement causing projectiles to intersect the path and spend very little time actually touching Bloons, it is gaining some homing to keep the nados running along the track over the top of Bloons to more consistently utilize their high pierce value. We love how this is working and hope you do, too. Middle path T4 isn't a very good improvement over the T3 so is getting small improvements to both its offense and cash generation.|version=38.0|tower=Druid|tiers 1=3XX,4XX,5XX|changes 1=*{{buff|Druid of the Storm tornado gains strong homing}}
{{BTD6 tower changes|quote=Druid of the Storm is too inconsistent due to placement causing projectiles to intersect the path and spend very little time actually touching Bloons, it is gaining some homing to keep the nados running along the track over the top of Bloons to more consistently utilize their high pierce value. We love how this is working and hope you do, too. Middle path T4 isn't a very good improvement over the T3 so is getting small improvements to both its offense and cash generation.|version=38.0|tower=Druid|tiers 1=3XX,4XX,5XX|changes 1=*{{buff|Druid of the Storm tornado gains strong homing}}
*{{buff|Druid of the Storm tornado travel distance increased|80|100}}|tiers 2=X4X|changes 2=*{{buff|Vine brambles damage increased|1|2}}
*{{buff|Druid of the Storm tornado travel distance increased|80|100}}|tiers 2=X4X|changes 2=*{{buff|Vine brambles damage increased|1|2}}
|path 1 tier 5 cost before=65000|path 1 tier 5 cost after=60000|tiers 3=X3X|changes 3=*{{neutral|Upgrading a crosspathed Druid to x3x changes target prio to strong|fix=y}}
|path 1 tier 5 cost before=65000|path 1 tier 5 cost after=60000|tiers 3=X3X|changes 3=*{{neutral|Upgrading a crosspathed Druid to x3x changes target prio to strong|fix=y}}
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=== [[Spike Factory (BTD6)|Spike Factory]] ===
=== [[Spike Factory (BTD6)|Spike Factory]] ===
{{BTD6 tower changes/new|quote=Further balance for 401 crosspath, while this does already see some niche use it made sense to include increased explosion radius with the larger tower range. A flat pierce increase is added on to middle T5’s base attack to reduce crosspath dependency & improve r100 strength. Finally, we enjoyed the hard hitting nerf to Permaspike’s early game, but admittedly this change didn’t really change much of anything for its endgame power while impacting pre r80 rounds far more, so we’re redoing the nerf into a pure attack speed nerf along with an increased benefit to the start of round rate buff to reduce the necessity in playing slowly with it|version=38.0|tower=Spike Factory|tiers 1=401|changes 1=*{{buff|Long Reach crosspath explosion blast radius increased|30|40}}|tiers 2=501|changes 2=*{{buff|Long Reach crosspath large explosion blast radius increased|100|133}}|tiers 3=X5X|changes 3=*{{buff|Carpet of Spikes main attack gains +5p|note=Also affects its ability}}|tiers 4=XX2,XX3,XX4|changes 4=*{{buff|Smart Spikes passive ability duration increased|2.5s|3s}}|tiers 5=XX5|changes 5=*{{buff|Pierce increased|25|50}}
{{BTD6 tower changes|quote=Further balance for 401 crosspath, while this does already see some niche use it made sense to include increased explosion radius with the larger tower range. A flat pierce increase is added on to middle T5’s base attack to reduce crosspath dependency & improve r100 strength. Finally, we enjoyed the hard hitting nerf to Permaspike’s early game, but admittedly this change didn’t really change much of anything for its endgame power while impacting pre r80 rounds far more, so we’re redoing the nerf into a pure attack speed nerf along with an increased benefit to the start of round rate buff to reduce the necessity in playing slowly with it|version=38.0|tower=Spike Factory|tiers 1=401|changes 1=*{{buff|Long Reach crosspath explosion blast radius increased|30|40}}|tiers 2=501|changes 2=*{{buff|Long Reach crosspath large explosion blast radius increased|100|133}}|tiers 3=X5X|changes 3=*{{buff|Carpet of Spikes main attack gains +5p|note=Also affects its ability}}|tiers 4=XX2,XX3,XX4|changes 4=*{{buff|Smart Spikes passive ability duration increased|2.5s|3s}}|tiers 5=XX5|changes 5=*{{buff|Pierce increased|25|50}}
*{{nerf|Damage reduced|15|10}}
*{{nerf|Damage reduced|15|10}}
*{{nerf|Attack rate reduced|4.85|6.0625}}
*{{nerf|Attack rate reduced|4.85|6.0625}}
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=== [[Monkey Village (BTD6)|Monkey Village]] ===
=== [[Monkey Village (BTD6)|Monkey Village]] ===
{{BTD6 tower changes/new|quote=As a 1 per player T5 we didn’t mind this being excessively powerful at a base level, however the base level became so powerful people stopped investing into the actual farm sacrificing aspect, so we’re dropping this base value down to not skip massively ahead of the normal farm curve.|version=38.0|tower=Monkey VIllage|tiers 1=XX5|changes 1=*{{nerf|Monkeyopolis base cash amount reduced|$2500|$1250}}
{{BTD6 tower changes|quote=As a 1 per player T5 we didn’t mind this being excessively powerful at a base level, however the base level became so powerful people stopped investing into the actual farm sacrificing aspect, so we’re dropping this base value down to not skip massively ahead of the normal farm curve.|version=38.0|tower=Monkey VIllage|tiers 1=XX5|changes 1=*{{nerf|Monkeyopolis base cash amount reduced|$2500|$1250}}
*{{nerf|Monkeyopolis now gives the correct cash amount in [[Half Cash]] mode|fix=y}}}}
*{{nerf|Monkeyopolis now gives the correct cash amount in [[Half Cash]] mode|fix=y}}}}
{{BTD6 tower changes/new|version=38.0|tower=Engineer Monkey|paragon changes=*{{buff|Engineer Paragon no longer defaults to throwing out a Green Sentry after loading a save|fix=y}}
{{BTD6 tower changes|version=38.0|tower=Engineer Monkey|paragon changes=*{{buff|Engineer Paragon no longer defaults to throwing out a Green Sentry after loading a save|fix=y}}
*{{buff|Engineer Paragon sentries are now correctly destroyed if their platform is removed|fix=y}}
*{{buff|Engineer Paragon sentries are now correctly destroyed if their platform is removed|fix=y}}
*{{buff|Engineer Paragon sentries no longer position incorrectly when placed as the round ends|fix=y}}}}
*{{buff|Engineer Paragon sentries no longer position incorrectly when placed as the round ends|fix=y}}}}
=== [[Beast Handler (BTD6)|Beast Handler]] ===
=== [[Beast Handler (BTD6)|Beast Handler]] ===
{{BTD6 tower changes/new|quote=Compared to other T4 Beast Handlers and given the high cost of merging multiple beasts we agreed that the Orca & Megalodon’s total prices were too much more expensive for their somewhat random nature. The lower tiers on middle path Microraptor and Velociraptor are seeing all-round reductions as both have too high a base power and benefit too much from merges, gaining an overall greater attack speed benefit percentage-wise from merges than Trex does. Pouakai’s base pierce value was far too high so this along with the merge amount is being taken down.|version=38.0|tower=Beast Handler
{{BTD6 tower changes|quote=Compared to other T4 Beast Handlers and given the high cost of merging multiple beasts we agreed that the Orca & Megalodon’s total prices were too much more expensive for their somewhat random nature. The lower tiers on middle path Microraptor and Velociraptor are seeing all-round reductions as both have too high a base power and benefit too much from merges, gaining an overall greater attack speed benefit percentage-wise from merges than Trex does. Pouakai’s base pierce value was far too high so this along with the merge amount is being taken down.|version=38.0|tower=Beast Handler
Adora is a unique hero in how she has a great deal more value in spending cash to level her up faster, however she outperforms other heroes by too much regardless of this added cost. As her ability uptime is so incredibly good to the point of being completely spammable we’re increasing that cooldown slightly and reducing her base pierce in the higher levels so more thought must be required to utilize the large pierce increase she gains from usage of that ability. — Update notes
”
Levels
Changes
3+
Long Arm of Light cooldown increased ― 35s → 40s
11+
Main attack pierce reduced ― 13 → 11
Note: Applies to higher levels
Ball of light pierce reduced ― 13 → 11 (undocumented)
As knowledge, power & variety of Paragons has developed they have turned out to be extremely powerful against vortex and we have reached a point with enough good paragon diversity we no longer feel like they need to resist Vortex’s stun for such a large advantage over other towers, instead of this we feel Vortex’s stun is just too long in general so is being reworked to an overall lower amount across the tiers without any paragon immunity. — Update notes
”
Paragons no longer have 50% reduced stun duration
Stun duration reworked at all tiers for generally reduced durations
Lych has some cheese strategy in pre-buffing before spawn to get around the draining mechanics, but boss functionality now makes it easy for us to try out a quick change to counteract some of this. — Update notes
”
Lych now triggers the 'buff drain' attack immediately on spawn
Release descriptions
App Store / Google Play
“
Cosmic Boss Update!!
• Warp out of this world with the new Boss Bloon: Phayze!
• Keep the pool safe with the new Admiral Brickell Skin: Lifeguard Brickell!
• Splash out on Water Park, our latest Intermediate Map!
• New Quests, including story quest: Scoop's Tall Tale!
• Plus all the Trophy store items, quality of life improvements, and balance changes you've come to expect