*{{nerf|No longer deals bonus damage to Fortified|+5|+0}}}}
*{{nerf|No longer deals +5 damage to Fortified}}}}
=== [[Ice Monkey (BTD6)|Ice Monkey]] ===
=== [[Ice Monkey (BTD6)|Ice Monkey]] ===
Line 221:
Line 221:
| changes 1 = *{{nerf|Recovery spell no longer applies cooldown reduction to Nourishment}}
| changes 1 = *{{nerf|Recovery spell no longer applies cooldown reduction to Nourishment}}
| changes 1 levels = 10+
| changes 1 levels = 10+
| changes 1 names = Recovery, Nourishment
| changes 1 names = Recovery;Nourishment
}}{{BTD6 hero changes
}}{{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
| 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
Quincy’s Storm of Arrows feels a little more like a downpour of wet pool noodles once Super Ceramics & especially their Fortified variants come around. However instead of making a drowning Quincy skin to pair with Lifegurd Brickell we are granting a large bonus to Ceramic Damage for the ability around the point you’ll need to deal with these. — Update notes
”
Levels
Changes
18-19
Lv18 Storm of Arrows deals bonus damage to Ceramics ― 0 → +18
20
Lv20 Storm of Arrows deals bonus damage to Ceramics ― 0 → +24
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. — Update notes
”
Levels
Changes
4+
Heat it Up: Pierce reduced ― Infinite → 100
12+
Gwen’s attack rate levels (Lv12, 15, 18) no longer reduce Heat it Up frequency
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. — Update notes
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. — Update notes
Ezili has a good anti-camo build, however as her totem cant be used in CHIMPS and her main attack never upgrades to de-camo DDTs this means she is never able to de-camo DDTs when playing in CHIMPS even though her totem easily counters them in the base game. While we don’t have any concerns with some heroes being relegated more as ‘non-chimps’ heroes, we felt no reason not to solve this simple issue by allowing her main attack to upgrade to counter DDTs as well. — Update notes
”
Levels
Changes
16+
Lv16 Main attack can now de-camo DDTs
Lv16 Main attack and splash can now defortify DDTs and MOABs (undocumented)
Haste is a combo-only spell with little value on its own without buffing other spells - so we’re making it much cheaper to realistically combo more often without being such a large mana drain. Storm is a little too effective both at AoE cleanup and also single target, so the rate is being reduced slightly — Update notes
”
Levels
Changes
3+
Haste cost reduced ― 75 → 50
8+
Storm attack cooldown increased ― 0.1 → 0.12
“
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 — Update notes
”
Levels
Changes
8+
Corvus mana gain curve decay start point ― 40% → 25%
Corvus mana gain curve decay end point ― 80% → 65%
“
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. — Update notes
”
Levels
Changes
10+
Recovery spell no longer applies cooldown reduction to Nourishment
“
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 — Update notes
”
Levels
Changes
1+
Haunt mana gain per layer reduced ― 5 → 3
Corvus passively recovers 1mana /s so long as Bloons are spawning
We’ve included slight tweaks for a few relic knowledge. Many of these relics are having slight number increases as they seem to have low value across all tile types (relics with low usage only on some tile types have not received changes as they still have value in niche cases), Restoration maximum barrier size is being reduced slightly as it too effectively acts as a complete camo counter in many cases while also providing benefits against non-camo Bloons. — Update notes
”
Hero Boost: Hero XP multiplier increased ― 15% → 20%