| quote = Aircraft Carrier has been performing well above its price point so this is being increased, though it is also worth noting due to a bug fix in Flagship’s AI also in this update we expect it may overall still be improved. Middle Buccaneer has had mixed feedback with much disappointment that the focus of its balance changes haven’t been improvements for the ability, given this path has again lost considerable power we want to look more on both of those aspects this time.
|quote=Aircraft Carrier has been performing well above its price point so this is being increased, though it is also worth noting due to a bug fix in Flagship’s AI also in this update we expect it may overall still be improved. Middle Buccaneer has had mixed feedback with much disappointment that the focus of its balance changes haven’t been improvements for the ability, given this path has again lost considerable power we want to look more on both of those aspects this time.
| changes 1 = *{{buff|"Planes should no longer occasionally pause attacks for no reason"|fix=y}}
|tiers 1=5XX
| quote 1 = Aircraft Carrier has been performing well above its price point so this is being increased, though it is also worth noting due to a bug fix in Flagship’s AI also in this update we expect it may overall still be improved.
|changes 1=
| tiers 2 = 502
*{{buff|"Planes should no longer occasionally pause attacks for no reason"|fix=y}}
| changes 2 = *{{buff|Crow's Nest grants extra pierce to forward attack|+0|+7|bug=y}}
| quote 2 = Middle Buccaneer has had mixed feedback with much disappointment that the focus of its balance changes haven’t been improvements for the ability, given this path has again lost considerable power we want to look more on both of those aspects this time.
|tiers 2=502
| tiers 3 = X3X
|changes 2=
| changes 3 = *{{buff|Explosion: damage increased|1|2|note=Does not carry over to Monkey Pirates or Pirate Lord}}
*{{buff|Crow's Nest grants extra pierce to forward attack|+0|+7|bug=y}}
|tiers 3=X3X
|changes 3=
*{{buff|Explosion: damage increased|1|2|note=Does not carry over to Monkey Pirates or Pirate Lord}}
*{{buff|Grape: damage increased|2|3}}
*{{buff|Grape: damage increased|2|3}}
|tiers 4=X4X
| tiers 4 = X4X
|changes 4=
| changes 4 = *{{buff|Grape: damage increased|3|5|note=Does not carry over to Pirate Lord}}
*{{buff|Grape: damage increased|3|5|note=Does not carry over to Pirate Lord}}
*{{buff|Ability: cooldown reduced|50s|45s|note=Does not carry over to Pirate Lord}}
*{{buff|Ability: cooldown reduced|50s|45s|note=Does not carry over to Pirate Lord}}
|tiers 5=X5X
| tiers 5 = X5X
|changes 5=
| changes 5 = *{{buff|Ability: now shoots 6 hooks at a time instead of 3}}
*{{buff|Ability: now shoots 6 hooks at a time instead of 3}}
*{{nerf|Ability: number of hooks required for ZOMG increased|2|3}}
*{{nerf|Ability: number of hooks required for ZOMG increased|2|3}}
| tiers 6 = XX4,XX5
|tiers 6=XX4,XX5
| changes 6 = *Now has a buff icon for its sellback rate buff
|changes 6=
| quote 1 tiers = 4xx,5xx
*Now has a buff icon for its sellback rate buff
| quote 2 tiers = x4x,x5x
}}
}}
====[[Monkey Ace (BTD6)|Monkey Ace]]====
====[[Monkey Ace (BTD6)|Monkey Ace]]====
{{BTD6 tower changes
{{BTD6 tower changes
|version =44.0
| version = 44.0
|tower =Monkey Ace
| tower = Monkey Ace
| quote = Even with the higher cost Goliath Doomship continues to pull too far ahead of other paragons, given that this is mostly an ability based paragon we’ve decided to nerf this ability greatly but also somewhat counterbalance this change for standard freeplay by converting all of the boss bonus on the ability into basic damage similar to our changes for the Sub Paragon.
|quote=Even with the higher cost Goliath Doomship continues to pull too far ahead of other paragons, given that this is mostly an ability based paragon we’ve decided to nerf this ability greatly but also somewhat counterbalance this change for standard freeplay by converting all of the boss bonus on the ability into basic damage similar to our changes for the Sub Paragon.
*{{buff|Carpet Bomb: explosion base damage increased|20000|30000}}
*{{buff|Carpet Bomb: explosion base damage increased|20000|30000}}
*{{nerf|Carpet Bomb: explosions no longer deal +20,000 boss damage|note=Total D1 Goliath Doomship damage to Bosses is reduced from 40,000 to 30,000}}
*{{nerf|Carpet Bomb: explosions no longer deal +20,000 boss damage|note=Total D1 Goliath Doomship damage to Bosses is reduced from 40,000 to 30,000}}
| paragon quote = Even with the higher cost Goliath Doomship continues to pull too far ahead of other paragons, given that this is mostly an ability based paragon we’ve decided to nerf this ability greatly but also somewhat counterbalance this change for standard freeplay by converting all of the boss bonus on the ability into basic damage similar to our changes for the Sub Paragon.
}}
}}
====[[Heli Pilot (BTD6)|Heli Pilot]]====
====[[Heli Pilot (BTD6)|Heli Pilot]]====
{{BTD6 tower changes
{{BTD6 tower changes
|version =44.0
| version = 44.0
|tower =Heli Pilot
| tower = Heli Pilot
| quote = Players have noticed the life crate has more collection radius than the cash crate, and that this causes problems for some strategies / challenges as you don’t always want to increase lives, so these radius have been matched. Special Poperations struggles to fit into competitive strategies due to it serving a different purpose than the T4, so the cooldown of the Support Chinook ability at T5 is now being greatly reduced in order to continue building on what is good about the T4 even for strategies that may not need the Marine specifically.
|quote=Players have noticed the life crate has more collection radius than the cash crate, and that this causes problems for some strategies / challenges as you don’t always want to increase lives, so these radius have been matched. Special Poperations struggles to fit into competitive strategies due to it serving a different purpose than the T4, so the cooldown of the Support Chinook ability at T5 is now being greatly reduced in order to continue building on what is good about the T4 even for strategies that may not need the Marine specifically.
| quote 1 = Players have noticed the life crate has more collection radius than the cash crate, and that this causes problems for some strategies / challenges as you don’t always want to increase lives, so these radius have been matched
| changes 2 = *{{buff|Redeploy cooldown reduced|45s|15s|note=This also means purchasing the Special Poperations upgrade reduces the current cooldown by 30 seconds more}}
|tiers 2=X5X
|changes 2=
*{{buff|Redeploy cooldown reduced|45s|15s|note=This also means purchasing the Special Poperations upgrade reduces the current cooldown by 30 seconds more}}
*{{buff|Door Gunner cooldown reduced|45s|15s}}<!--"special poperations" cooldown reduction? I think door gunner got the reduction; marine seems unaffected)-->
*{{buff|Door Gunner cooldown reduced|45s|15s}}<!--"special poperations" cooldown reduction? I think door gunner got the reduction; marine seems unaffected)-->
| quote 2 = Special Poperations struggles to fit into competitive strategies due to it serving a different purpose than the T4, so the cooldown of the Support Chinook ability at T5 is now being greatly reduced in order to continue building on what is good about the T4 even for strategies that may not need the Marine specifically.
|tiers 3=X13
| tiers 3 = 013
|changes 3=
| changes 3 = *{{buff|"Should again correctly increase pushback amount"|fix=y}}
*{{buff|"Should again correctly increase pushback amount"|fix=y}}
| quote 1 tiers = x4x,x5x
| quote 2 tiers = x5x
}}
}}
====[[Mortar Monkey (BTD6)|Mortar Monkey]]====
====[[Mortar Monkey (BTD6)|Mortar Monkey]]====
{{BTD6 tower changes
{{BTD6 tower changes
|version =44.0
| version = 44.0
|tower =Mortar Monkey
| tower = Mortar Monkey
| quote = We’ve been happily taking our time on this since it's about time Mortar gets some spotlight, but the middle path has been overperforming far too much for a while now so it is about time to start pushing it up to a more reasonable price range for the power it brings.
|quote=We’ve been happily taking our time on this since it's about time Mortar gets some spotlight, but the middle path has been overperforming far too much for a while now so it is about time to start pushing it up to a more reasonable price range for the power it brings.
| quote 1 = We’ve been happily taking our time on this since it's about time Mortar gets some spotlight, but the middle path has been overperforming far too much for a while now so it is about time to start pushing it up to a more reasonable price range for the power it brings.
| quote = 402’s pierce increase is extremely hard to justify over fire rate which increases single target & grouped damage at the same time, so we’re giving it more pierce than it knows what to do with. Faster Swivel while a nice quality of life doesn’t add any power so also ends up difficult to justify on its own, we don’t expect this will change that too much but even faster swiveling should be much nicer for when you do desperately need that accuracy.
|quote=402’s pierce increase is extremely hard to justify over fire rate which increases single target & grouped damage at the same time, so we’re giving it more pierce than it knows what to do with. Faster Swivel while a nice quality of life doesn’t add any power so also ends up difficult to justify on its own, we don’t expect this will change that too much but even faster swiveling should be much nicer for when you do desperately need that accuracy.
| tiers 1 = 402
| changes 1 = *{{buff|Pierce bonus increased|+25|+100|note=Does not carry over to Ray of Doom}}
|tiers 1=402
| quote 1 = 402’s pierce increase is extremely hard to justify over fire rate which increases single target & grouped damage at the same time, so we’re giving it more pierce than it knows what to do with
| quote 2 = Faster Swivel while a nice quality of life doesn’t add any power so also ends up difficult to justify on its own, we don’t expect this will change that too much but even faster swiveling should be much nicer for when you do desperately need that accuracy.
| quote = Robo monkey still holds its own for too long, easily working into its also very powerful Tech Terror upgrade.
|quote=Robo monkey still holds its own for too long, easily working into its also very powerful Tech Terror upgrade.
| tiers 1 = X3X
| changes 1 = *{{nerf|Pierce reduced|6|5}}
|tiers 1=X3X
| quote 1 = Robo monkey still holds its own for too long, easily working into its also very powerful Tech Terror upgrade.
|changes 1=
| tiers 2 = X4X
*{{nerf|Pierce reduced|6|5}}
| changes 2 = *{{nerf|Pierce reduced|9|8}}
|tiers 2=X4X
| tiers 3 = X5X
|changes 2=
| changes 3 = *{{nerf|Pierce reduced|14|13}}
*{{nerf|Pierce reduced|9|8}}
| quote 1 tiers = x3x
|tiers 3=X5X
|changes 3=
*{{nerf|Pierce reduced|14|13}}
}}
}}
====[[Alchemist (BTD6)|Alchemist]]====
====[[Alchemist (BTD6)|Alchemist]]====
{{BTD6 tower changes
{{BTD6 tower changes
|version =44.0
| version = 44.0
|tower =Alchemist
| tower = Alchemist
| quote = Permabrew itself granting a range increase was annoying to prepare for and also somewhat hurt what was a very strong synergy for Chinook, so we’re taking away this bonus range but giving enough of a cash difference so that it can pair up with synergies like the Support Chinook more easily.
|quote=Permabrew itself granting a range increase was annoying to prepare for and also somewhat hurt what was a very strong synergy for Chinook, so we’re taking away this bonus range but giving enough of a cash difference so that it can pair up with synergies like the Support Chinook more easily.
| quote 1 = Permabrew itself granting a range increase was annoying to prepare for and also somewhat hurt what was a very strong synergy for Chinook, so we’re taking away this bonus range but giving enough of a cash difference so that it can pair up with synergies like the Support Chinook more easily.
|changes 1=
| quote 1 tiers = 5xx
*{{nerf|Range reduced|65|45}}
}}
}}
====[[Druid (BTD6)|Druid]]====
====[[Druid (BTD6)|Druid]]====
{{BTD6 tower changes
{{BTD6 tower changes
|version =44.0
| version = 44.0
|tower =Druid
| tower = Druid
| quote = Druid of the Storm’s base pierce is being reduced to put it more in line with other group Bloon stalling supports, however at T5 MOAB-Class pierce penalties are being reduced and damage increased to reduce how much it slows down the game when purchased. Druid of the Jungle’s vine attack rate has always been possible to be influenced by buffs though the time taken to destroy any larger Bloons is simply longer than the base cooldown so this hasn’t been relevant to it, we’ve now given it a normal attack cooldown to the point where the 031 crosspath should make some difference when grabbing larger Bloons.
|quote=Druid of the Storm’s base pierce is being reduced to put it more in line with other group Bloon stalling supports, however at T5 MOAB-Class pierce penalties are being reduced and damage increased to reduce how much it slows down the game when purchased. Druid of the Jungle’s vine attack rate has always been possible to be influenced by buffs though the time taken to destroy any larger Bloons is simply longer than the base cooldown so this hasn’t been relevant to it, we’ve now given it a normal attack cooldown to the point where the 031 crosspath should make some difference when grabbing larger Bloons.
| tiers 1 = 3XX
| changes 1 = *{{nerf|Tornado pierce reduced|30|24|note=Does not carry over to higher tiers}}
|tiers 1=3XX
| quote 1 = Druid of the Storm’s base pierce is being reduced to put it more in line with other group Bloon stalling supports
|changes 1=
| tiers 2 = 4XX
*{{nerf|Tornado pierce reduced|30|24|note=Does not carry over to higher tiers}}
| changes 2 = *{{nerf|Ball lightning projectile can no longer freeze White Bloons by default|fix=y}}
|tiers 2=4XX
| quote 2 = however at T5 MOAB-Class pierce penalties are being reduced and damage increased to reduce how much it slows down the game when purchased.
|changes 2=
| tiers 3 = 5XX
*{{nerf|Ball lightning projectile can no longer freeze White Bloons by default|fix=y}}
| quote 3 = Druid of the Jungle’s vine attack rate has always been possible to be influenced by buffs though the time taken to destroy any larger Bloons is simply longer than the base cooldown so this hasn’t been relevant to it, we’ve now given it a normal attack cooldown to the point where the 031 crosspath should make some difference when grabbing larger Bloons.
| quote = Spike Factory is currently overperforming on every path, and as it also happens to have one very dominant crosspath choice we’ve opted to nerf that crosspath as an overall nerf to every path. As Spike Storm stands out even moreso than the other paths it is the only one seeing an additional price increase ontop of this.
|quote=Spike Factory is currently overperforming on every path, and as it also happens to have one very dominant crosspath choice we’ve opted to nerf that crosspath as an overall nerf to every path. As Spike Storm stands out even moreso than the other paths it is the only one seeing an additional price increase ontop of this.
| quote 1 = Spike Factory is currently overperforming on every path, and as it also happens to have one very dominant crosspath choice we’ve opted to nerf that crosspath as an overall nerf to every path.
|changes 1=
| tiers 2 = 520
*{{nerf|Cooldown modifier reduced|-30%|-25%|note=Does not affect X5X (remains 0.49s attack cooldown)}}
Spike-o-pult’s piercing power in the extreme conditions is too cost effective compared to the Juggernaut so we’re tweaking these slightly to keep Juggernaut as a proper upgrade in Races. — Update notes
The MOAB Press top crosspath is the ‘better’ crosspath for most cases due to having more than double the pierce as well as a stronger knockback amount on a tower that most effectively uses high pierce, as this is one of the better support towers in the game we are reducing that superior crosspath without nerfing the lesser one to even this more. — Update notes
For a tower that functions best close-up anyway increasing range has questionable viability, Tack Shooter’s middle crosspath has always struggled due to this so we’ve decided to try out a more considerable pierce increase. — Update notes
As the 20s active window for Glue Storm was a very important breakpoint for it to hit in the higher rounds; we've restored this duration but instead increased the ability cooldown by a larger amount as more gameplay strategy and synergies can be used to counter long durations. — Update notes
Geraldo was the main power carry for Bouncing Bullet so performance has continued to drop with Geraldo synergies being less powerful now, but the save-up window from shrapnel into bouncing bullet has always been an annoying one so we’re happy to lower the price further to make this easier. — Update notes
Aircraft Carrier has been performing well above its price point so this is being increased, though it is also worth noting due to a bug fix in Flagship’s AI also in this update we expect it may overall still be improved. — Update notes
Players have noticed the life crate has more collection radius than the cash crate, and that this causes problems for some strategies / challenges as you don’t always want to increase lives, so these radius have been matched — Update notes
We’ve been happily taking our time on this since it's about time Mortar gets some spotlight, but the middle path has been overperforming far too much for a while now so it is about time to start pushing it up to a more reasonable price range for the power it brings. — Update notes
402’s pierce increase is extremely hard to justify over fire rate which increases single target & grouped damage at the same time, so we’re giving it more pierce than it knows what to do with — Update notes
Permabrew itself granting a range increase was annoying to prepare for and also somewhat hurt what was a very strong synergy for Chinook, so we’re taking away this bonus range but giving enough of a cash difference so that it can pair up with synergies like the Support Chinook more easily. — Update notes
Spike Factory is currently overperforming on every path, and as it also happens to have one very dominant crosspath choice we’ve opted to nerf that crosspath as an overall nerf to every path. — Update notes
Churchill has propped another pillow ontop of their booster seat and is ready to do some serious damage. We felt the speed of the main cannon attack didn’t fit well for ‘a literal tank’, so main cannon damage is going up at all levels at the cost of attack speed. However even though the dps mostly averages out to something similar, this does make him more effective at utilizing his pierce and with the slower main attack the machine gun more properly performs its job of catching the faster Bloons in that downtime, so its damage is being buffed at all levels to be more helpful at this.[sic] — Update notes
With hero power creeping up for a while now, Adora has been sitting ahead of most all other heroes due to her high level 20 potential so this max level power is being cut back — Update notes
”
Levels
Changes
7+
Blood Sacrifice: can no longer select Ice Monkeys upgraded to Arctic Wind and above if their ice platforms are supporting Adora (bug fix)
To give Psi’s Lv10 more breathing room we’ve moved some of the max blowback distance down into the minimum so it stays the same on average, but now with more time before the first Bloons start to get back to the track and reach your defense again. — Update notes
”
Levels
Changes
10-19
Psionic Scream: blowback min distance increased ― 50 → 100
Psionic Scream: blowback max distance reduced ― 300 → 250
Geraldo has pushed the heroes up into a whole new level of power, and tales are being sung of his ability to dodge nerfs blindfolded, but we are cracking down on some of his interactions with a little bit of QoL consistency being added back in the case of creepy idol. — Update notes
Corvus has taken some time off over the last update and his studies have now paid off! Corvus now has a greatly reduced time taken to reach max level, and his Spiritual Attunement buff has improved to grant much more power when he is not spending mana. — Update notes
”
Levels
Changes
11+
Spiritual Attunement: max damage modifier increased ― ×1.8 → ×2.5
We’re not jumping on any immediate changes that are too large for our latest hero, however we did want to include some quality of life tweaks & grenade damage to ceramics is increasing across the board as players noted few reasons to pick it over lasers, Aircraft efficiency’s benefit is increasing, and Scatter Missiles cooldown is being reduced so that it can meet some more common breakpoints. — Update notes
Grenade cluster: damage to Ceramics increased ― +2 → +3
3+
Scatter Missile: should no longer target the workshop base if the intended target is completely destroyed at the same time as the ability is fired (bug fix)
Cross the Streams is a fun mechanic but largely forgotten about, so we want to see how it plays with more of a power bump. — Update notes
”
Plasma pool pierce increased ― 5 → 8
Plasma pool damage increased ― 1 → 3
Easter Eggs
“
It’s important to us that map specific easter eggs aren’t an optimal primary dps carry, especially before they have become public knowledge as this would feel very unfair for events, since if the best way to win is built into the map that would likely become considered the ‘only’ real way to play that map. But now that these are relatively public knowledge and given the ‘entry cost’ is so high we have decided to improve upon these ones. If you didn’t know these existed, seek ye!
New Mermonkey Tower! • A new Magic Monkey joins the team! The Mermonkey is a powerful amphibious tower with a shadowy tentacle creature, awesome Ice Jet ability, and a Bloon hypnotizing melody. • New Intermediate map, Luminous Cove, a favorite chill spot of the Mermonkeys. • Dreamstate Psi. An ethereal new Psi Skin. • Plus New Quests, Balance Changes, QoL improvements, Trophy Store cosmetics and more!