Update history:Bloons TD 6/Version 32.0: Difference between revisions

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=== [[Boomerang Monkey (BTD6)|Boomerang Monkey]] ===
=== [[Boomerang Monkey (BTD6)|Boomerang Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = A small price increase to MOAB Press as combinations of this tower with others slows or spam with more of itself is very strong.
| version = 32.0
| version = 32.0
| tower = Boomerang Monkey
| tower = Boomerang Monkey
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=== [[Bomb Shooter (BTD6)|Bomb Shooter]] ===
=== [[Bomb Shooter (BTD6)|Bomb Shooter]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Has been a standout tier 3 for long enough, T4 remaining unchanged to still encourage more focussed use over low tier spam.
| version = 32.0
| version = 32.0
| tower = Bomb Shooter
| tower = Bomb Shooter
| tiers 1 = X3X
| changes 1 tiers = X3X
| changes 1 = *{{nerf|Bonus MOAB-class damage reduced|+18|+15|note=MOAB Assassin unchanged}}
| changes 1 = *{{nerf|Bonus MOAB-class damage reduced|+18|+15|note=MOAB Assassin unchanged}}
| quote 1 = Has been a standout tier 3 for long enough, T4 remaining unchanged to still encourage more focussed use over low tier spam.
| quote 1 = Has been a standout tier 3 for long enough, T4 remaining unchanged to still encourage more focussed use over low tier spam.
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=== [[Ice Monkey (BTD6)|Ice Monkey]] ===
=== [[Ice Monkey (BTD6)|Ice Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Ice monkey Enhanced Freeze is too good at low tiers, allowing full stunlock of ceramics for very cheap, as the fire rate increase alone of this Enhanced Freeze is a powerful addition most of the increased freeze duration has been moved up as it makes more sense to have duration with the currently less desirable T2 Deep Freeze. Permafrost was previously reduced to a lower price than we’d like to try increase desirability of this crosspath, but as the reworks to metal freeze have had more success there in pulling this path ahead we want to add a little back on here. Cryo Cannon has now been overperforming compared to any towers that perform similar roles with either of these crosspaths so is also seeing a general reduction.
| quote 1 = Ice monkey Enhanced Freeze is too good at low tiers, allowing full stunlock of ceramics for very cheap, as the fire rate increase alone of this Enhanced Freeze is a powerful addition most of the increased freeze duration has been moved up as it makes more sense to have duration with the currently less desirable T2 Deep Freeze. Permafrost was previously reduced to a lower price than we’d like to try increase desirability of this crosspath, but as the reworks to metal freeze have had more success there in pulling this path ahead we want to add a little back on here. Cryo Cannon has now been overperforming compared to any towers that perform similar roles with either of these crosspaths so is also seeing a general reduction.
| version = 32.0
| version = 32.0
| tower = Ice Monkey
| tower = Ice Monkey
Line 62: Line 60:
| path 3 tier 3 cost before = 1950
| path 3 tier 3 cost before = 1950
| path 3 tier 3 cost after = 2250
| path 3 tier 3 cost after = 2250
| tiers 1 = 010,110,210,310,410,510,011,012,013,014,015
| changes 1 tiers = x1xc
| changes 1 = *{{nerf|Enhanced Freeze freeze duration reduced|2.2s|1.75s|note=Deep Freeze unchanged}}
| changes 1 = *{{nerf|Enhanced Freeze freeze duration reduced|2.2s|1.75s|note=Deep Freeze unchanged}}
| quote 1 = Ice monkey Enhanced Freeze is too good at low tiers, allowing full stunlock of ceramics for very cheap, as the fire rate increase alone of this Enhanced Freeze is a powerful addition most of the increased freeze duration has been moved up as it makes more sense to have duration with the currently less desirable T2 Deep Freeze.
| quote 2 = Ice monkey Enhanced Freeze is too good at low tiers, allowing full stunlock of ceramics for very cheap, as the fire rate increase alone of this Enhanced Freeze is a powerful addition most of the increased freeze duration has been moved up as it makes more sense to have duration with the currently less desirable T2 Deep Freeze.
| tiers 2 = XX3
| changes 2 tiers = XX3
| changes 2 = *{{nerf|Attack delay increased|1s|1.2s|note=Icicles unaffected}}
| changes 2 = *{{nerf|Attack delay increased|1s|1.2s|note=Icicles unaffected}}
| quote 2 = Permafrost was previously reduced to a lower price than we’d like to try increase desirability of this crosspath, but as the reworks to metal freeze have had more success there in pulling this path ahead we want to add a little back on here.
| quote 3 = Permafrost was previously reduced to a lower price than we’d like to try increase desirability of this crosspath, but as the reworks to metal freeze have had more success there in pulling this path ahead we want to add a little back on here.
| quote 3 = Cryo Cannon has now been overperforming compared to any towers that perform similar roles with either of these crosspaths so is also seeing a general reduction.
| quote 4 = Cryo Cannon has now been overperforming compared to any towers that perform similar roles with either of these crosspaths so is also seeing a general reduction.
| quote 1 tiers = 010,110,210,310,410,510,011,012,013,014,015
| quote 2 tiers = x1x
| quote 2 tiers = 1xx
| quote 3 tiers = 1xx
| quote 3 tiers = xx3
| quote 4 tiers = xx3
}}
}}


=== [[Sniper Monkey (BTD6)|Sniper Monkey]] ===
=== [[Sniper Monkey (BTD6)|Sniper Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Sniper middle path is too strong for how easy to use it is, while having infinite range & cash production as well. We have removed the free +1 pierce increase shrapnel gains at T3 in addition to the added bounce. Maim MOABs grouped stun potential when crosspathed with Shrapnel feels it is overperforming too much so the shrapnel will now have a reduced stun amount compared to the initial target hit
| quote 1 = Sniper middle path is too strong for how easy to use it is, while having infinite range & cash production as well. We have removed the free +1 pierce increase shrapnel gains at T3 in addition to the added bounce. Maim MOABs grouped stun potential when crosspathed with Shrapnel feels it is overperforming too much so the shrapnel will now have a reduced stun amount compared to the initial target hit
| version = 32.0
| version = 32.0
| tower = Sniper Monkey
| tower = Sniper Monkey
| tiers 1 = X3X
| changes 1 tiers = X3X
| changes 1 = *{{nerf|Shrapnel pierce reduced|3|2}}
| changes 1 = *{{nerf|Shrapnel pierce reduced|3|2}}
| quote 1 = Sniper middle path is too strong for how easy to use it is, while having infinite range & cash production as well. We have removed the free +1 pierce increase shrapnel gains at T3 in addition to the added bounce.
| quote 2 = Sniper middle path is too strong for how easy to use it is, while having infinite range & cash production as well. We have removed the free +1 pierce increase shrapnel gains at T3 in addition to the added bounce.
| tiers 2 = X4X,X5X
| changes 2 tiers = X4X;X5X
| changes 2 = *{{nerf|Shrapnel pierce reduced|6|5}}
| changes 2 = *{{nerf|Shrapnel pierce reduced|6|5}}
| quote 2 = Maim MOABs grouped stun potential when crosspathed with Shrapnel feels it is overperforming too much so the shrapnel will now have a reduced stun amount compared to the initial target hit
| quote 3 = Maim MOABs grouped stun potential when crosspathed with Shrapnel feels it is overperforming too much so the shrapnel will now have a reduced stun amount compared to the initial target hit
| tiers 3 = 420
| changes 3 tiers = 420
| changes 3 = *{{nerf|Maim MOAB's shrapnel stun reduced by about 33% effectiveness}}
| changes 3 = *{{nerf|Maim MOAB's shrapnel stun reduced by about 33% effectiveness}}
**{{nerf|MOAB|3s|2s}}
**{{nerf|MOAB|3s|2s}}
**{{nerf|BFB|1.5s|1s}}
**{{nerf|BFB|1.5s|1s}}
**{{nerf|ZOMG|0.75s|0.5s}}
**{{nerf|ZOMG|0.75s|0.5s}}
| tiers 4 = 520
| changes 4 tiers = 520
| changes 4 = *{{nerf|520 Cripple MOAB Shrapnel stun/debuff duration reduced}}
| changes 4 = *{{nerf|520 Cripple MOAB Shrapnel stun/debuff duration reduced}}
**{{nerf|MOAB|7s|4.5s}}
**{{nerf|MOAB|7s|4.5s}}
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**{{nerf|DDT|4s|2.5s}}
**{{nerf|DDT|4s|2.5s}}
**{{nerf|BAD|0.75s|0.5s}}
**{{nerf|BAD|0.75s|0.5s}}
| quote 1 tiers = x3x,x4x,x5x
| quote 2 tiers = x3x+
| quote 2 tiers = 420,520
| quote 3 tiers = 420;520
}}
}}


=== [[Monkey Sub (BTD6)|Monkey Sub]] ===
=== [[Monkey Sub (BTD6)|Monkey Sub]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Similar types of camo reveal like Shimmer/Signal Flare/Embrittlement are all pierce limited, but the Submerge sub has practically infinite pierce while also being extremely cheap with a very fast rate and a T4 that is far better at camo removal than those other towers can reach. Giving this upgrade a more reasonable pierce value brings these more in line and allows for the pierce crosspath to have some potential meaning.
| version = 32.0
| version = 32.0
| tower = Monkey Sub
| tower = Monkey Sub
| tiers 1 = 30X,40X
| changes 1 tiers = 30X;40X
| changes 1 = *{{nerf|Camo Pulse: Pierce reduced|infinite|100}}
| changes 1 = *{{nerf|Camo Pulse: Pierce reduced|infinite|100}}
| quote 1 = Similar types of camo reveal like Shimmer/Signal Flare/Embrittlement are all pierce limited, but the Submerge sub has practically infinite pierce while also being extremely cheap with a very fast rate and a T4 that is far better at camo removal than those other towers can reach. Giving this upgrade a more reasonable pierce value brings these more in line and allows for the pierce crosspath to have some potential meaning.
| quote 1 = Similar types of camo reveal like Shimmer/Signal Flare/Embrittlement are all pierce limited, but the Submerge sub has practically infinite pierce while also being extremely cheap with a very fast rate and a T4 that is far better at camo removal than those other towers can reach. Giving this upgrade a more reasonable pierce value brings these more in line and allows for the pierce crosspath to have some potential meaning.
| tiers 2 = 310,410
| changes 2 tiers = 310;410
| changes 2 = *{{nerf|Camo Pulse: Pierce reduced|infinite|120}}
| changes 2 = *{{nerf|Camo Pulse: Pierce reduced|infinite|120}}
| tiers 3 = 320,420
| changes 3 tiers = 320;420
| changes 3 = *{{nerf|Camo Pulse: Pierce reduced|infinite|150}}
| changes 3 = *{{nerf|Camo Pulse: Pierce reduced|infinite|150}}
| tiers 4 = 50X
| changes 4 tiers = 50X
| changes 4 = *{{nerf|Camo Pulse: Pierce reduced|infinite|1000}}
| changes 4 = *{{nerf|Camo Pulse: Pierce reduced|infinite|1000}}
| tiers 5 = 510
| changes 5 tiers = 510
| changes 5 = *{{nerf|Camo Pulse: Pierce reduced|infinite|1020}}
| changes 5 = *{{nerf|Camo Pulse: Pierce reduced|infinite|1020}}
| tiers 6 = 520
| changes 6 tiers = 520
| changes 6 = *{{nerf|Camo Pulse: Pierce reduced|infinite|1050}}
| changes 6 = *{{nerf|Camo Pulse: Pierce reduced|infinite|1050}}
| quote 1 tiers = 3xx,4xx,5xx
| quote 1 tiers = 3xx+;x1x;x2x
}}
}}


=== [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] ===
=== [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Navarch Paragon feels too dominant over other expensive paragons, as such a powerful choice it feels overused even on many low water volume maps
| quote 1 = Navarch Paragon feels too dominant over other expensive paragons, as such a powerful choice it feels overused even on many low water volume maps
| version = 32.0
| version = 32.0
| tower = Monkey Buccaneer
| tower = Monkey Buccaneer
| paragon cost before = 500000
| paragon cost before = 500000
| paragon cost after = 550000
| paragon cost after = 550000
| paragon quote = Navarch Paragon feels too dominant over other expensive paragons, as such a powerful choice it feels overused even on many low water volume maps
| quote 1 tiers=paragon
}}
}}


=== [[Monkey Ace (BTD6)|Monkey Ace]] ===
=== [[Monkey Ace (BTD6)|Monkey Ace]] ===
{{BTD6 tower changes
{{Research|Flying Fortress missing ceramic damage on darts?}}
| quote = Neva-Miss has been generally over performing for quite a cheap T3, increasing price here slightly but not carrying that increase up through higher tiers.
{{BTD6 tower changes/new
| version = 32.0
| version = 32.0
| tower = Monkey Ace
| tower = Monkey Ace
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| path 3 tier 4 cost before = 24000
| path 3 tier 4 cost before = 24000
| path 3 tier 4 cost after = 23400
| path 3 tier 4 cost after = 23400
| tiers 1 = XX4
| changes 1 tiers = XX4
| changes 1 = *{{buff|Spectre no longer missing bonus ceramic damage on darts|+0|+2|fix=y}}
| changes 1 = *{{buff|Spectre no longer missing bonus ceramic damage on darts|+0|+2|fix=y}}
| quote 1 = Neva-Miss has been generally over performing for quite a cheap T3, increasing price here slightly but not carrying that increase up through higher tiers.
| quote 1 = Neva-Miss has been generally over performing for quite a cheap T3, increasing price here slightly but not carrying that increase up through higher tiers.
| quote 1 tiers = xx3,xx4
| quote 1 tiers = xx3;xx4
}}{{Research|Flying Fortress missing ceramic damage on darts?}}
}}


=== [[Heli Pilot (BTD6)|Heli Pilot]] ===
=== [[Heli Pilot (BTD6)|Heli Pilot]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Heli’s blowback has always been extremely effective from early on, and as players have become more knowledgeable the use into lategame as well only seems to go up especially moving into Super Ceramics. This change shouldn’t really have as large an impact at higher level gameplay as total map length is so much shorter you will often still be blowing back the entire track, but the blowback range has been reduced at T3 leading back into the old value at T4
| version = 32.0
| version = 32.0
| tower = Heli Pilot
| tower = Heli Pilot
| tiers 1 = X3X
| changes 1 tiers = X3X
| changes 1 = *{{nerf|Downdraft: Blowback distance reduced|32-300|32-150|note=Support Chinook unchanged}}
| changes 1 = *{{nerf|Downdraft: Blowback distance reduced|32-300|32-150|note=Support Chinook unchanged}}
| quote 1 = Heli’s blowback has always been extremely effective from early on, and as players have become more knowledgeable the use into lategame as well only seems to go up especially moving into Super Ceramics. This change shouldn’t really have as large an impact at higher level gameplay as total map length is so much shorter you will often still be blowing back the entire track, but the blowback range has been reduced at T3 leading back into the old value at T4
| quote 1 = Heli’s blowback has always been extremely effective from early on, and as players have become more knowledgeable the use into lategame as well only seems to go up especially moving into Super Ceramics. This change shouldn’t really have as large an impact at higher level gameplay as total map length is so much shorter you will often still be blowing back the entire track, but the blowback range has been reduced at T3 leading back into the old value at T4
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=== [[Wizard Monkey (BTD6)|Wizard Monkey]] ===
=== [[Wizard Monkey (BTD6)|Wizard Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Polishing some crosspaths, 130 Dragons Breath is the only crosspath for Guided Magic that doesn't yet attack through walls, and 011 Fireball also does not benefit from having the pierce crosspath
| quote 1 = Polishing some crosspaths, 130 Dragons Breath is the only crosspath for Guided Magic that doesn't yet attack through walls, and 011 Fireball also does not benefit from having the pierce crosspath
| version = 32.0
| version = 32.0
| tower = Wizard Monkey
| tower = Wizard Monkey
| tiers 1 = 130,140,150,5XX
| changes 1 tiers = 130+;5XX
| changes 1 = *{{buff|Dragon's Breath: projectile now ignores walls}}
| changes 1 = *{{buff|Dragon's Breath: projectile now ignores walls}}
| quote 1 = Polishing some crosspaths, 130 Dragons Breath is the only crosspath for Guided Magic that doesn't yet attack through walls
| quote 2 = Polishing some crosspaths, 130 Dragons Breath is the only crosspath for Guided Magic that doesn't yet attack through walls
| tiers 2 = 011,021,031,041,051,012,013,014,015
| changes 2 tiers = 011+
| changes 2 = *{{buff|Fireball: pierce increased|15|20}}
| changes 2 = *{{buff|Fireball: pierce increased|15|20}}
| quote 2 = 011 Fireball also does not benefit from having the pierce crosspath
| quote 3 = 011 Fireball also does not benefit from having the pierce crosspath
| quote 1 tiers = 130,140,150,5XX
| quote 1 tiers = x1x+;1xx;2xx
| quote 2 tiers = 011,021,031,041,051,012,013,014,015
| quote 2 tiers = 5xx
|quote 3 tiers=xx1+
}}
}}


=== [[Super Monkey (BTD6)|Super Monkey]] ===
=== [[Super Monkey (BTD6)|Super Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Legend of the Night outside of very specific niche challenges isn’t worth the cost as any more than VTSG fodder
| version = 32.0
| version = 32.0
| tower = Super Monkey
| tower = Super Monkey
| tiers 1 = XX5
| changes 1 tiers = XX5
| changes 1 = *{{buff|Damage increased|5|10}}
| changes 1 = *{{buff|Damage increased|5|10}}
*{{buff|Ceramic bonus increased|+2|+4}}
*{{buff|Ceramic bonus increased|+2|+4}}
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=== [[Druid (BTD6)|Druid]] ===
=== [[Druid (BTD6)|Druid]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = More needed crosspath reworking for the new 1xx Hard Thorns upgrade, as it now upgrades the druid from sharp to normal damage it doesn't make sense for the track brambles on 030 to not require this crosspath for lead popping. Spirit of the Forest's base attack has also had a simple damage increase as it contributes very little to the power of the tower by T5 and the tower lacks in single target.
| quote 1 = More needed crosspath reworking for the new 1xx Hard Thorns upgrade, as it now upgrades the druid from sharp to normal damage it doesn't make sense for the track brambles on 030 to not require this crosspath for lead popping. Spirit of the Forest's base attack has also had a simple damage increase as it contributes very little to the power of the tower by T5 and the tower lacks in single target.
| version = 32.0
| version = 32.0
| tower = Druid
| tower = Druid
| tiers 1 = 03X,04X,05X
| changes 1 tiers = 03X+
| changes 1 = *{{nerf|Vine bramble piles damage type|Normal|Sharp|note=1-3-0 retains Normal type damage}}
| changes 1 = *{{nerf|Vine bramble piles damage type|Normal|Sharp|note=1-3-0 retains Normal type damage}}
| quote 1 = More needed crosspath reworking for the new 1xx Hard Thorns upgrade, as it now upgrades the druid from sharp to normal damage it doesn't make sense for the track brambles on 030 to not require this crosspath for lead popping.
| quote 2 = More needed crosspath reworking for the new 1xx Hard Thorns upgrade, as it now upgrades the druid from sharp to normal damage it doesn't make sense for the track brambles on 030 to not require this crosspath for lead popping.
| tiers 2 = x5x
| changes 2 tiers = x5x
| changes 2 = *{{buff|Base attack: Damage increased|2|20}}
| changes 2 = *{{buff|Base attack: Damage increased|2|20}}
| quote 2 = Spirit of the Forest's base attack has also had a simple damage increase as it contributes very little to the power of the tower by T5 and the tower lacks in single target.
| quote 1 tiers = x5x
| quote 1 tiers = 03x,04x,05x
| quote 2 tiers = x3x;x4x
| quote 2 tiers = x5x
}}
}}


=== [[Spike Factory (BTD6)|Spike Factory]] ===
=== [[Spike Factory (BTD6)|Spike Factory]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Super Mines DoT damage is entirely insignificant for the price range of this tower.
| version = 32.0
| version = 32.0
| tower = Spike Factory
| tower = Spike Factory
| tiers 1 = 5XX
| changes 1 tiers = 5XX
| changes 1 = *{{buff|Super Mines DoT damage per tic damage increased|1|500}}
| changes 1 = *{{buff|Super Mines DoT damage per tic damage increased|1|500}}
| quote 1 = Super Mines DoT damage is entirely insignificant for the price range of this tower.
| quote 1 = Super Mines DoT damage is entirely insignificant for the price range of this tower.
| tiers 2 = xx2
| changes 2 tiers = xx2
| changes 2 = *{{buff|Selling Smart Spikes allows other towers to inherit Smart Spike's attack speed buff|bug=y}}
| changes 2 = *{{buff|Selling Smart Spikes allows other towers to inherit Smart Spike's attack speed buff|bug=y}}
| quote 1 tiers = 5xx
| quote 1 tiers = 5xx
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=== [[Monkey Village (BTD6)|Monkey Village]] ===
=== [[Monkey Village (BTD6)|Monkey Village]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = The Monkeyopolis ‘space saving’ farm absorption shows to be far too much more efficient than the absorbed farms.
| version = 32.0
| version = 32.0
| tower = Monkey Village
| tower = Monkey Village
| tiers 1 = XX5
| changes 1 tiers = XX5
| changes 1 = *{{nerf|Cash generation per $2000 sacrifice reduced|$300|$200}}
| changes 1 = *{{nerf|Cash generation per $2000 sacrifice reduced|$300|$200}}
| quote 1 = The Monkeyopolis ‘space saving’ farm absorption shows to be far too much more efficient than the absorbed farms.
| quote 1 = The Monkeyopolis ‘space saving’ farm absorption shows to be far too much more efficient than the absorbed farms.
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=== [[Engineer Monkey (BTD6)|Engineer Monkey]] ===
=== [[Engineer Monkey (BTD6)|Engineer Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| version = 32.0
| version = 32.0
| tower = Engineer Monkey
| tower = Engineer Monkey
| tiers 1 = 032,042,052
| changes 1 tiers = 032+
| changes 1 = *{{buff|Cleansing Foam slow stacks on a single target|bug=y}}
| changes 1 = *{{buff|Cleansing Foam slow stacks on a single target|bug=y}}
}}
}}
Line 236: Line 229:


=== [[Adora (BTD6)|Adora]] ===
=== [[Adora (BTD6)|Adora]] ===
{{BTD6 hero changes
{{BTD6 hero changes/new
| version = 32.0
| version = 32.0
| hero = Adora
| hero = Adora
Line 245: Line 238:


=== [[Geraldo (BTD6)|Geraldo]] ===
=== [[Geraldo (BTD6)|Geraldo]] ===
{{BTD6 hero changes
{{BTD6 changes
| version = 32.0
| version = 32.0
| hero = Geraldo
| name = Geraldo
| quote = Many of Geraldo's items are too strong for the required maintenance, Geraldo SHOULD be a top level hero, he is literally designed to be so as the most rewarding for your player knowledge and reaction to moment to moment gameplay, but too many items reward spammable gameplay over these knowledge & reactions so we are targeting a lot of durations/stock amounts with minimal price increases where it feels necessary. These are clearly a lot of small steps, as we did not want to do too many big changes from multiple angles all at once.
| quote = Many of Geraldo's items are too strong for the required maintenance, Geraldo SHOULD be a top level hero, he is literally designed to be so as the most rewarding for your player knowledge and reaction to moment to moment gameplay, but too many items reward spammable gameplay over these knowledge & reactions so we are targeting a lot of durations/stock amounts with minimal price increases where it feels necessary. These are clearly a lot of small steps, as we did not want to do too many big changes from multiple angles all at once.
| changes 1 = *{{nerf|Jar of Pickles: Price increased|$50|$100}}
|changes=
*{{nerf|Jar of Pickles: Round duration reduced|8|5}}
{{{!}}class="wikitable"
| changes 1 levels = 1+
!Item
| changes 1 names = Jar of Pickles
!Changes
| changes 2 = *{{nerf|See Invisibility Potion: Can no longer target a number of towers that have no attacks|note=No longer targets Villages without 5xx or xx5<!--might wanna experiment with this one, but bwiki says that xx5 village can be buffed-->, but still targets Farms.}}
{{!}}-
| changes 2 levels = 3+
{{!}}[[Jar of Pickles]]
| changes 2 names = See Invisibility Potion
{{!}}{{BTD6 changes|name=Jar of Pickles|version=32.0|quote=Many of Geraldo's items are too strong for the required maintenance, Geraldo SHOULD be a top level hero, he is literally designed to be so as the most rewarding for your player knowledge and reaction to moment to moment gameplay, but too many items reward spammable gameplay over these knowledge & reactions so we are targeting a lot of durations/stock amounts with minimal price increases where it feels necessary. These are clearly a lot of small steps, as we did not want to do too many big changes from multiple angles all at once.|hide quote=y
| changes 3 = *{{nerf|Tube of Amaz-o-Glue: Now expires from the track after 4 rounds}}
|changes=
*{{nerf|Tube of Amaz-o-Glue: Pierce reduced|300|100}}
*{{nerf|Cost increased|$50|$100}}
| changes 3 levels = 4+
*{{nerf|Duration reduced|8 rounds|5 rounds}}
| changes 3 names = Tube of Amaz-o-Glue
}}
| changes 4 = *{{unimplemented|Sharpening Stone: Now expires after 15 rounds}}
{{!}}-
| changes 4 levels = 5+
{{!}}[[See Invisibility Potion]]
| changes 4 names = Sharpening Stone
{{!}}{{BTD6 changes|name=See Invisibility Potion|version=32.0|quote=Many of Geraldo's items are too strong for the required maintenance, Geraldo SHOULD be a top level hero, he is literally designed to be so as the most rewarding for your player knowledge and reaction to moment to moment gameplay, but too many items reward spammable gameplay over these knowledge & reactions so we are targeting a lot of durations/stock amounts with minimal price increases where it feels necessary. These are clearly a lot of small steps, as we did not want to do too many big changes from multiple angles all at once.|hide quote=y
| changes 5 = *{{nerf|Blade Trap: Max stock reduced|5|3}}
|changes=
*{{nerf|Blade Trap: Price increased|$500|$650}}
*{{nerf|Can no longer target a number of towers that have no attacks|note=No longer targets Villages without 5xx or xx5<!--might wanna experiment with this one, but bwiki says that xx5 village can be buffed-->, but still targets Farms.}}
| changes 5 levels = 7+
}}
| changes 5 names = Blade Trap
{{!}}-
| changes 6 = *{{nerf|Genie Bottle: Round duration reduced|3|2}}
{{!}}[[Tube of Amaz-o-Glue]]
| changes 6 levels = 12+
{{!}}{{BTD6 changes|name=Tube of Amaz-o-Glue|version=32.0|quote=Many of Geraldo's items are too strong for the required maintenance, Geraldo SHOULD be a top level hero, he is literally designed to be so as the most rewarding for your player knowledge and reaction to moment to moment gameplay, but too many items reward spammable gameplay over these knowledge & reactions so we are targeting a lot of durations/stock amounts with minimal price increases where it feels necessary. These are clearly a lot of small steps, as we did not want to do too many big changes from multiple angles all at once.|hide quote=y
| changes 6 names = Genie Bottle
|changes=
| changes 7 = *{{nerf|Rejuv Potion: Price increased|$1000|$2000}}
*{{nerf|Now expires from the track after 4 rounds}}
| changes 7 levels = 11+
*{{nerf|Pierce reduced|300|100}}
| changes 7 names = Rejuv Potion
}}
| changes 8 = *{{nerf|Blade Trap v2: No longer increases duration|9s|3s}}
{{!}}-
| changes 8 levels = 15+
{{!}}[[Blade Trap]]
| changes 8 names = Blade Trap
{{!}}{{BTD6 changes|name=Blade Trap|version=32.0|quote=Many of Geraldo's items are too strong for the required maintenance, Geraldo SHOULD be a top level hero, he is literally designed to be so as the most rewarding for your player knowledge and reaction to moment to moment gameplay, but too many items reward spammable gameplay over these knowledge & reactions so we are targeting a lot of durations/stock amounts with minimal price increases where it feels necessary. These are clearly a lot of small steps, as we did not want to do too many big changes from multiple angles all at once.|hide quote=y
| changes 9 = *{{buff|Resolved Geraldo's Bunny not rotating and getting stuck on rotating platforms|fix=y}}
|changes=
| changes 9 levels = 10+
*{{nerf|Cost increased|$500|$650}}
| changes 9 names = Pet Rabbit
*{{nerf|Max stock reduced|5|3}}
*{{nerf|Levels 15+: no longer increases duration from 3s to 9s}}
}}
{{!}}-
{{!}}[[Pet Rabbit]]
{{!}}{{BTD6 changes|name=Pet Rabbit|version=32.0
|changes=
*{{buff|Resolved Geraldo's Bunny not rotating and getting stuck on rotating platforms|fix=y}}
}}
{{!}}-
{{!}}[[Rejuv Potion]]
{{!}}{{BTD6 changes|name=Rejuv Potion|version=32.0|quote=Many of Geraldo's items are too strong for the required maintenance, Geraldo SHOULD be a top level hero, he is literally designed to be so as the most rewarding for your player knowledge and reaction to moment to moment gameplay, but too many items reward spammable gameplay over these knowledge & reactions so we are targeting a lot of durations/stock amounts with minimal price increases where it feels necessary. These are clearly a lot of small steps, as we did not want to do too many big changes from multiple angles all at once.|hide quote=y
|changes=
*{{nerf|Cost increased|$1,000|$2,000}}
}}
{{!}}-
{{!}}[[Genie Bottle]]
{{!}}{{BTD6 changes|name=Genie Bottle|version=32.0|quote=Many of Geraldo's items are too strong for the required maintenance, Geraldo SHOULD be a top level hero, he is literally designed to be so as the most rewarding for your player knowledge and reaction to moment to moment gameplay, but too many items reward spammable gameplay over these knowledge & reactions so we are targeting a lot of durations/stock amounts with minimal price increases where it feels necessary. These are clearly a lot of small steps, as we did not want to do too many big changes from multiple angles all at once.|hide quote=y
|changes=
*{{nerf|Duration reduced|3 rounds|2 rounds}}
}}
{{!}}}
}}
}}


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</gallery>
</gallery>


== Video ==
===Video===
{{Youtube|Jp0avyM6ui4}}
{{Youtube|Jp0avyM6ui4}}
==Notes==
*The official update notes claim that the [[Sharpening Stone]] was changed to last for 15 rounds instead of indefinitely, but it was not implemented in this update.


== External links ==
== External links ==