Update history:Bloons TD 6/Version 36.0: Difference between revisions

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migrated to the new format
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=== [[Dart Monkey (BTD6)|Dart Monkey]] ===
=== [[Dart Monkey (BTD6)|Dart Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Current Sharp Shooter niches appear to struggle with some tight placement due to their high range opening up a ranged niche but being extremely tight on that range, given this is actually 'the range path' it feels fair to help this with a little further increased range.
| version = 36.0
| version = 36.0
| tower = Dart Monkey
| tower = Dart Monkey
| changes 1 = *{{buff|Range increased|56|60|note=+25% over xx2}}
| changes 1 = *{{buff|Range increased|56|60|note=+25% over xx2}}
| tiers 1 = XX4
| changes 1 tiers = XX4
| quote 1 = Current Sharp Shooter niches appear to struggle with some tight placement due to their high range opening up a ranged niche but being extremely tight on that range, given this is actually 'the range path' it feels fair to help this with a little further increased range.
| quote 1 = Current Sharp Shooter niches appear to struggle with some tight placement due to their high range opening up a ranged niche but being extremely tight on that range, given this is actually 'the range path' it feels fair to help this with a little further increased range.
| tiers 2 = XX5
| changes 2 tiers = XX5
| changes 2 = *{{buff|Range increased|76|80|note=+33% over T4}}
| changes 2 = *{{buff|Range increased|76|80|note=+33% over T4}}
| path 3 tier 5 cost before = 23500
| path 3 tier 5 cost before = 23500
| path 3 tier 5 cost after = 21500
| path 3 tier 5 cost after = 21500
| quote 1 tiers = xx4,xx5
| quote 1 tiers = xx4;xx5
}}
}}


=== [[Boomerang Monkey (BTD6)|Boomerang Monkey]] ===
=== [[Boomerang Monkey (BTD6)|Boomerang Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Boomerang’s Ricochet buildup into T4 feels rough compared to many other options that exist nowadays, ignoring obstacles worked out as a strong fix for the T4 so we want to bring that down to the T3 as well along with some other general tweaks to bridge this gap. Glaive lord is too expensive for so low a single target tower so this is going down. We wanted to include a take on the Boomerang paragon’s range buff improving so much to apply to other primaries along with the buff synergy in the last update, but time didn’t quite allow for it.
| quote 1 = Boomerang’s Ricochet buildup into T4 feels rough compared to many other options that exist nowadays, ignoring obstacles worked out as a strong fix for the T4 so we want to bring that down to the T3 as well along with some other general tweaks to bridge this gap. Glaive lord is too expensive for so low a single target tower so this is going down. We wanted to include a take on the Boomerang paragon’s range buff improving so much to apply to other primaries along with the buff synergy in the last update, but time didn’t quite allow for it.
| version = 36.0
| version = 36.0
| tower = Boomerang Monkey
| tower = Boomerang Monkey
Line 126: Line 125:
*{{buff|Pierce increased|50|60|note=MOAR Glaives unaffected}}
*{{buff|Pierce increased|50|60|note=MOAR Glaives unaffected}}
*{{buff|Jump distance increased|62.5|90}}
*{{buff|Jump distance increased|62.5|90}}
| tiers 1 = 3XX
| changes 1 tiers = 3XX
| quote 1 = Boomerang’s Ricochet buildup into T4 feels rough compared to many other options that exist nowadays, ignoring obstacles worked out as a strong fix for the T4 so we want to bring that down to the T3 as well along with some other general tweaks to bridge this gap.
| quote 2 = Boomerang’s Ricochet buildup into T4 feels rough compared to many other options that exist nowadays, ignoring obstacles worked out as a strong fix for the T4 so we want to bring that down to the T3 as well along with some other general tweaks to bridge this gap.
| tiers 2 = 4XX,5XX
| changes 2 tiers = 4XX;5XX
| changes 2 = *{{nerf|Jump distance reduced|187.5|180}}
| changes 2 = *{{nerf|Jump distance reduced|187.5|180}}
| quote 2 = Glaive lord is too expensive for so low a single target tower so this is going down.
| quote 3 = Glaive lord is too expensive for so low a single target tower so this is going down.
| paragon changes = *{{buff|Boomerang Paragon grants 0.9× rate to other primary towers including paragons}}
| paragon changes = *{{buff|Boomerang Paragon grants 0.9× rate to other primary towers including paragons}}
| paragon quote = We wanted to include a take on the Boomerang paragon’s range buff improving so much to apply to other primaries along with the buff synergy in the last update, but time didn’t quite allow for it.
| paragon quote = We wanted to include a take on the Boomerang paragon’s range buff improving so much to apply to other primaries along with the buff synergy in the last update, but time didn’t quite allow for it.
| quote 1 tiers = 3xx
| quote 2 tiers = 3xx
| quote 2 tiers = 5xx
| quote 3 tiers = 5xx
}}
}}


=== [[Tack Shooter (BTD6)|Tack Shooter]] ===
=== [[Tack Shooter (BTD6)|Tack Shooter]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Tack Shooter lacks any significant crosspathing choice due to the overwhelmingly large rate increase from top path making it almost always too good an option, we are reducing this crosspath rate benefit but moving that amount back up to the T3.
| version = 36.0
| version = 36.0
| tower = Tack Shooter
| tower = Tack Shooter
| tiers 1 = 200,210,220,230,240,250,201,202,203,204,205
| changes 1 tiers = 2xxc
| changes 1 = *{{nerf|Even Faster Shooting attack cooldown bonus reduced|60%s|75%s|note=3xx and above unaffected}}
| changes 1 = *{{nerf|Even Faster Shooting attack cooldown bonus reduced|60%s|75%s|note=3xx and above unaffected}}
| quote 1 = Tack Shooter lacks any significant crosspathing choice due to the overwhelmingly large rate increase from top path making it almost always too good an option, we are reducing this crosspath rate benefit but moving that amount back up to the T3.
| quote 1 = Tack Shooter lacks any significant crosspathing choice due to the overwhelmingly large rate increase from top path making it almost always too good an option, we are reducing this crosspath rate benefit but moving that amount back up to the T3.
| tiers 2 = 5XX
| changes 2 tiers = 5XX
| changes 2 = *{{buff|"Targeting priority inconsistency resolved"|fix=y}}
| changes 2 = *{{buff|"Targeting priority inconsistency resolved"|fix=y}}
| quote 1 tiers = 200,210,220,230,240,250,201,202,203,204,205
| quote 1 tiers = 2xx
}}
}}


=== [[Ice Monkey (BTD6)|Ice Monkey]] ===
=== [[Ice Monkey (BTD6)|Ice Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Arctic wind felt extremely overbuffed with the slowing field going from 40 to 50%, but we like seeing the use on it go up so we want to meet halfway on that & keep the higher slow at T5. While we like the added pierce value on x2x crosspathing, the drop of pierce on xx3 feels too large now on a tower that already had quite good crosspath balance, so we want to try out removing the pierce downgrade entirely here.
| quote 1 = Arctic wind felt extremely overbuffed with the slowing field going from 40 to 50%, but we like seeing the use on it go up so we want to meet halfway on that & keep the higher slow at T5. While we like the added pierce value on x2x crosspathing, the drop of pierce on xx3 feels too large now on a tower that already had quite good crosspath balance, so we want to try out removing the pierce downgrade entirely here.
| version = 36.0
| version = 36.0
| tower = Ice Monkey
| tower = Ice Monkey
| tiers 1 = X3X,X4X
| changes 1 tiers = X3X;X4X
| changes 1 = *{{nerf|Arctic Wind slow aura reduced|60%|50%|note=Absolute Zero unaffected}}
| changes 1 = *{{nerf|Arctic Wind slow aura reduced|60%|50%|note=Absolute Zero unaffected}}
| quote 1 = Arctic wind felt extremely overbuffed with the slowing field going from 40 to 50%, but we like seeing the use on it go up so we want to meet halfway on that & keep the higher slow at T5.
| quote 2 = Arctic wind felt extremely overbuffed with the slowing field going from 40 to 50%, but we like seeing the use on it go up so we want to meet halfway on that & keep the higher slow at T5.
| tiers 2 = XX3,XX4,XX5
| changes 2 tiers = XX3+
| changes 2 = *{{buff|Pierce increased|20|30|note=Also affects x-2-x crosspath (30 → 40)}}
| changes 2 = *{{buff|Pierce increased|20|30|note=Also affects x-2-x crosspath (30 → 40)}}
| quote 2 = While we like the added pierce value on x2x crosspathing, the drop of pierce on xx3 feels too large now on a tower that already had quite good crosspath balance, so we want to try out removing the pierce downgrade entirely here.
| quote 3 = While we like the added pierce value on x2x crosspathing, the drop of pierce on xx3 feels too large now on a tower that already had quite good crosspath balance, so we want to try out removing the pierce downgrade entirely here.
| quote 1 tiers = x3x,x4x
| quote 1 tiers = x3x;x4x
| quote 2 tiers = xx3,xx4,xx5
| quote 2 tiers = xx3+
}}
}}


=== [[Glue Gunner (BTD6)|Glue Gunner]] ===
=== [[Glue Gunner (BTD6)|Glue Gunner]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Our Glue rework last update wasn't quite ready soon enough to go through in depth balancing of how the new mechanics felt before release, but we still wanted to just get them out and see what people thought anyway, so this is mostly just a bit of catch up on that with fixes to crosspathing value.
| version = 36.0
| version = 36.0
| tower = Glue Gunner
| tower = Glue Gunner
| tiers 1 = 4XX
| changes 1 tiers = 4XX
| changes 1 = *{{buff|Bloon Liquifier attack cooldown decreased|1s|0.75s}}
| changes 1 = *{{buff|Bloon Liquifier attack cooldown decreased|1s|0.75s}}
| quote 1 = Our Glue rework last update wasn't quite ready soon enough to go through in depth balancing of how the new mechanics felt before release, but we still wanted to just get them out and see what people thought anyway, so this is mostly just a bit of catch up on that with fixes to crosspathing value.
| quote 1 = Our Glue rework last update wasn't quite ready soon enough to go through in depth balancing of how the new mechanics felt before release, but we still wanted to just get them out and see what people thought anyway, so this is mostly just a bit of catch up on that with fixes to crosspathing value.
| tiers 2 = 5XX
| changes 2 tiers = 5XX
| changes 2 = *{{buff|Glue puddles: duration increased|5s|7.7s}}
| changes 2 = *{{buff|Glue puddles: duration increased|5s|7.7s}}
*{{buff|Glue puddles: pierce increased|1|3}}
*{{buff|Glue puddles: pierce increased|1|3}}
*{{buff|Glue puddles: no longer filter out glued targets}}
*{{buff|Glue puddles: no longer filter out glued targets}}
| tiers 3 = 501
| changes 3 tiers = 501
| changes 3 = *{{buff|Glue puddles: duration increased|5s|16.8s}}
| changes 3 = *{{buff|Glue puddles: duration increased|5s|16.8s}}
| tiers 4 = 510
| changes 4 tiers = 510
| changes 4 = *{{buff|Glue puddles: pierce increased|3|4}}
| changes 4 = *{{buff|Glue puddles: pierce increased|3|4}}
| tiers 5 = XX4,XX5
| changes 5 tiers = XX4;XX5
| changes 5 = *{{buff|On-pop stun: pierce increased|3|6}}
| changes 5 = *{{buff|On-pop stun: pierce increased|3|6}}
*{{buff|On-pop stun: duration increased|0.5s|1s}}
*{{buff|On-pop stun: duration increased|0.5s|1s}}
| tiers 6 = 014,015
| changes 6 tiers = 014;015
| changes 6 = *{{buff|On-pop stun: pierce increased|3|7}}
| changes 6 = *{{buff|On-pop stun: pierce increased|3|7}}
| tiers 7 = 024,025
| changes 7 tiers = 024;025
| changes 7 = *{{buff|On-pop stun: pierce increased|3|9}}
| changes 7 = *{{buff|On-pop stun: pierce increased|3|9}}
| quote 1 tiers = 5xx,510,501,xx4,xx5,014,015,024,025
| quote 1 tiers = 4xx;5xx;x1x;x2x;xx4;xx5
}}
}}
=== [[Sniper Monkey (BTD6)|Sniper Monkey]] ===
=== [[Sniper Monkey (BTD6)|Sniper Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Sniper is feeling really good, but Elite Defender gaining further increased MOAB Damage locked behind the 205 crosspath feels unnecessary now given how much current crosspath balance has started leaning towards favoring 205 anyway.
| version = 36.0
| version = 36.0
| tower = Sniper Monkey
| tower = Sniper Monkey
| tiers 1 = 0X5
| changes 1 tiers = 0X5
| changes 1 = *{{buff|Bonus MOAB-class damage increased|+2|+4}}
| changes 1 = *{{buff|Bonus MOAB-class damage increased|+2|+4}}
| quote 1 = Sniper is feeling really good, but Elite Defender gaining further increased MOAB Damage locked behind the 205 crosspath feels unnecessary now given how much current crosspath balance has started leaning towards favoring 205 anyway.
| quote 1 = Sniper is feeling really good, but Elite Defender gaining further increased MOAB Damage locked behind the 205 crosspath feels unnecessary now given how much current crosspath balance has started leaning towards favoring 205 anyway.
| tiers 2 = 105
| changes 2 tiers = 105
| changes 2 = *{{buff|Bonus MOAB-class damage increased|+3|+4|note=Full Metal Jacket no longer increases MOAB Damage by 1}}
| changes 2 = *{{buff|Bonus MOAB-class damage increased|+3|+4|note=Full Metal Jacket no longer increases MOAB Damage by 1}}
| tiers 3 = 205
| changes 3 tiers = 205
| changes 3 = *{{neutral|Large Calibre no longer increases MOAB Damage by 1|note=Bonus MOAB remains at +4}}
| changes 3 = *{{neutral|Large Calibre no longer increases MOAB Damage by 1|note=Bonus MOAB remains at +4}}
| quote 1 tiers = xx5,105,205
| quote 1 tiers = xx5;1xx;2xx
}}
}}


=== [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] ===
=== [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = We wanted to do a little general lower tier balancing of costs, as things work a bit better at higher tiers but on the lower end with T1-2 upgrades cost for power doesn’t compare well. We’ve realized that the 130 crosspath just hasn’t even been working for cannons, so we wanted to correct this so that people get all that they pay for with that crosspath, however middle path buccaneer at higher tiers has been overperforming significantly so in addition to this attack speed buff we have also balanced back out that difference in the opposite direction with a damage reduction.
| quote 1 = We wanted to do a little general lower tier balancing of costs, as things work a bit better at higher tiers but on the lower end with T1-2 upgrades cost for power doesn’t compare well. We’ve realized that the 130 crosspath just hasn’t even been working for cannons, so we wanted to correct this so that people get all that they pay for with that crosspath, however middle path buccaneer at higher tiers has been overperforming significantly so in addition to this attack speed buff we have also balanced back out that difference in the opposite direction with a damage reduction.
| version = 36.0
| version = 36.0
| tower = Monkey Buccaneer
| tower = Monkey Buccaneer
Line 218: Line 214:
| path 3 tier 2 cost before = 400
| path 3 tier 2 cost before = 400
| path 3 tier 2 cost after = 350
| path 3 tier 2 cost after = 350
| tiers 1 = X2X,X3X,X4X,120,220,320,420,520,021,022,023,024,025
| changes 1 tiers = X2Xc;X3X;X4X
| changes 1 = *{{buff|Hot Shot DoT: damage increased|1|2}}
| changes 1 = *{{buff|Hot Shot DoT: damage increased|1|2}}
| quote 1 = We wanted to do a little general lower tier balancing of costs, as things work a bit better at higher tiers but on the lower end with T1-2 upgrades cost for power doesn’t compare well.
| quote 2 = We wanted to do a little general lower tier balancing of costs, as things work a bit better at higher tiers but on the lower end with T1-2 upgrades cost for power doesn’t compare well.
| tiers 2 = 130,140,150
|quote 3=We’ve realized that the 130 crosspath just hasn’t even been working for cannons, so we wanted to correct this so that people get all that they pay for with that crosspath, however middle path buccaneer at higher tiers has been overperforming significantly so in addition to this attack speed buff we have also balanced back out that difference in the opposite direction with a damage reduction.
| changes 2 tiers = 130+
| changes 2 = *{{buff|Faster Shooting crosspath now reduces attack cooldown of the cannon by 25%}}
| changes 2 = *{{buff|Faster Shooting crosspath now reduces attack cooldown of the cannon by 25%}}
| quote 2 = We’ve realized that the 130 crosspath just hasn’t even been working for cannons, so we wanted to correct this so that people get all that they pay for with that crosspath, however middle path buccaneer at higher tiers has been overperforming significantly so in addition to this attack speed buff we have also balanced back out that difference in the opposite direction with a damage reduction.
| changes 3 tiers = X4X
| tiers 3 = X4X
| changes 3 = *{{nerf|Cannonball: bonus to MOAB-class reduced|+6|+3}}
| changes 3 = *{{nerf|Cannonball: bonus to MOAB-class reduced|+6|+3}}
| tiers 4 = X5X
| changes 4 tiers = X5X
| changes 4 = *{{nerf|Cannonball: damage decreased|5|3}}
| changes 4 = *{{nerf|Cannonball: damage decreased|5|3}}
*{{nerf|Cannonball: MOAB-class bonus decreased|+10|+6}}
*{{nerf|Cannonball: MOAB-class bonus decreased|+10|+6}}
*{{nerf|Cannon frags: damage decreased|+10|+6}}
*{{nerf|Cannon frags: damage decreased|+10|+6}}
*{{nerf|Cannon frags: MOAB-class bonus decreased|+5|+4}}
*{{nerf|Cannon frags: MOAB-class bonus decreased|+5|+4}}
| tiers 5 = x4x,x5x*{{buff|Cannons: gain +100% attack speed|undoc=y}}
| changes 5 tiers = x4x;x5x
| changes 5 = *{{buff|Cannons: gain +100% attack speed|undoc=y}}
| changes 5 = *{{buff|Cannons: gain +100% attack speed|undoc=y}}
| quote 1 tiers = 1xx,2xx,xx1,xx2
| quote 2 tiers = 1xx;2xx
| quote 2 tiers = 130,140,150,x4x,x5x
| quote 3 tiers = x3x+
}}
}}


=== [[Heli Pilot (BTD6)|Heli Pilot]] ===
=== [[Heli Pilot (BTD6)|Heli Pilot]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = For how powerful downdraft is in comparison to other blowback effects, it didn’t feel right that it wasn’t blowing off status effects as should be normal there. Redeploy feels like it has no business having so long a cooldown, maybe it could see more realistic use cases for this main mechanic if it was able to be utilized more frequently.
| quote 1 = For how powerful downdraft is in comparison to other blowback effects, it didn’t feel right that it wasn’t blowing off status effects as should be normal there. Redeploy feels like it has no business having so long a cooldown, maybe it could see more realistic use cases for this main mechanic if it was able to be utilized more frequently.
| version = 36.0
| version = 36.0
| tower = Heli Pilot
| tower = Heli Pilot
| tiers 1 = X3X,X4X,X5X
| changes 1 tiers = X3X+
| changes 1 = *{{neutral|Downdraft: now removes ice & glue mutators from blown Bloons}}
| changes 1 = *{{neutral|Downdraft: now removes ice & glue mutators from blown Bloons}}
| quote 1 = For how powerful downdraft is in comparison to other blowback effects, it didn’t feel right that it wasn’t blowing off status effects as should be normal there.
| quote 2 = For how powerful downdraft is in comparison to other blowback effects, it didn’t feel right that it wasn’t blowing off status effects as should be normal there.
| tiers 2 = X4X,X5X
| changes 2 tiers = X4X;X5X
| changes 2 = *{{buff|Heli redeploy ability cooldown reduced|60s|45s}}
| changes 2 = *{{buff|Heli redeploy ability cooldown reduced|60s|45s}}
| quote 2 = For how powerful downdraft is in comparison to other blowback effects, it didn’t feel right that it wasn’t blowing off status effects as should be normal there. Redeploy feels like it has no business having so long a cooldown, maybe it could see more realistic use cases for this main mechanic if it was able to be utilized more frequently.
| quote 1 tiers = x4x;x5x
| quote 1 tiers = x3x
| quote 2 tiers = x3x
| quote 2 tiers = x4x,x5x
}}
}}


=== [[Wizard Monkey (BTD6)|Wizard Monkey]] ===
=== [[Wizard Monkey (BTD6)|Wizard Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Dragon’s Breath will still be great, just a little less excessively so
| version = 36.0
| version = 36.0
| tower = Wizard Monkey
| tower = Wizard Monkey
| tiers 1 = X3X,X4X,X5X
| changes 1 tiers = X3X+
| changes 1 = *{{nerf|Dragon's Breath: attack cooldown increased|0.1s|0.125s}}
| changes 1 = *{{nerf|Dragon's Breath: attack cooldown increased|0.1s|0.125s}}
*{{nerf|Dragon's Breath: no longer deals +1 damage to Ceramic}}
*{{nerf|Dragon's Breath: no longer deals +1 damage to Ceramic}}
| quote 1 = Dragon’s Breath will still be great, just a little less excessively so
| quote 1 = Dragon’s Breath will still be great, just a little less excessively so
| tiers 2 = 5XX
| changes 2 tiers = 5XX
| changes 2 = *{{nerf|Dragon's Breath: attack cooldown increased|0.05s|0.0625s}}
| changes 2 = *{{nerf|Dragon's Breath: attack cooldown increased|0.05s|0.0625s}}
*{{nerf|Dragon's Breath: no longer deals +1 damage to Ceramic}}
*{{nerf|Dragon's Breath: no longer deals +1 damage to Ceramic}}
| quote 1 tiers = 5xx,x3x,x4x,x5x
| quote 1 tiers = 5xx;x3x+
}}
}}


=== [[Super Monkey (BTD6)|Super Monkey]] ===
=== [[Super Monkey (BTD6)|Super Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Higher tiers on the bottom path have struggled to compare to clusters of T3s for a while now. To help with this we thematically really liked the idea of bottom path gaining a ricochet effect, possibly gaining teleport mechanic value repositioning for better ricochet angles, and a big improvement to the tower's camo path identity as higher tiers becomes far more effective at handling DDTs
| version = 36.0
| version = 36.0
| tower = Super Monkey
| tower = Super Monkey
| path 3 tier 4 cost before = 60000
| path 3 tier 4 cost before = 60000
| path 3 tier 4 cost after = 55555
| path 3 tier 4 cost after = 55555
| tiers 1 = XX4
| changes 1 tiers = XX4
| changes 1 = *{{buff|Camo bonus increased|+1|+2}}
| changes 1 = *{{buff|Camo bonus increased|+1|+2}}
| quote 1 = Higher tiers on the bottom path have struggled to compare to clusters of T3s for a while now. To help with this we thematically really liked the idea of bottom path gaining a ricochet effect, possibly gaining teleport mechanic value repositioning for better ricochet angles, and a big improvement to the tower's camo path identity as higher tiers becomes far more effective at handling DDTs
| quote 1 = Higher tiers on the bottom path have struggled to compare to clusters of T3s for a while now. To help with this we thematically really liked the idea of bottom path gaining a ricochet effect, possibly gaining teleport mechanic value repositioning for better ricochet angles, and a big improvement to the tower's camo path identity as higher tiers becomes far more effective at handling DDTs
| tiers 2 = XX4,XX5
| changes 2 tiers = XX4;XX5
| changes 2 = *{{buff|Projectiles bounce (like Quincy) 0.1s delay}}
| changes 2 = *{{buff|Projectiles bounce (like Quincy) 0.1s delay}}
| tiers 3 = XX5
| changes 3 tiers = XX5
| changes 3 = *{{buff|Camo bonus increased|+1|+4}}
| changes 3 = *{{buff|Camo bonus increased|+1|+4}}
*{{buff|MOAB-class bonus increased|+8|+13}}
*{{buff|MOAB-class bonus increased|+8|+13}}
| quote 1 tiers = xx4,xx5
| quote 1 tiers = xx4;xx5
}}
}}


=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Ironing out Caltrop inconsistency & power a little on top and bottom T5s, but also as frequently unused caltrops clutter up the screen and cause extra lag we want to balance out their lifespan to reduce the number always on screen and make them no longer last longer than the base Spike Factory. Ninja currently appears to be the least competitive paragon, & as it is also very similar in cost to the Navarch we feel that lowering Ninja into its own price range will fill a bit of a cost-gap and increase the effective value it has for the cost.
| quote 1 = Ironing out Caltrop inconsistency & power a little on top and bottom T5s, but also as frequently unused caltrops clutter up the screen and cause extra lag we want to balance out their lifespan to reduce the number always on screen and make them no longer last longer than the base Spike Factory. Ninja currently appears to be the least competitive paragon, & as it is also very similar in cost to the Navarch we feel that lowering Ninja into its own price range will fill a bit of a cost-gap and increase the effective value it has for the cost.
| version = 36.0
| version = 36.0
| tower = Ninja Monkey
| tower = Ninja Monkey
| tiers 1 = 502
| changes 1 tiers = 502
| changes 1 = *{{buff|Caltrops: pierce increased|5|6}}
| changes 1 = *{{buff|Caltrops: pierce increased|5|6}}
| quote 1 = Ironing out Caltrop inconsistency & power a little on top and bottom T5s, but also as frequently unused caltrops clutter up the screen and cause extra lag we want to balance out their lifespan to reduce the number always on screen and make them no longer last longer than the base Spike Factory.
| quote 2 = Ironing out Caltrop inconsistency & power a little on top and bottom T5s, but also as frequently unused caltrops clutter up the screen and cause extra lag we want to balance out their lifespan to reduce the number always on screen and make them no longer last longer than the base Spike Factory.
| tiers 2 = 002,XX3,XX4,XX5,102,202,302,402,502,012,022,032,042,052
| changes 2 tiers = xx2c;XX3+
| changes 2 = *{{nerf|Caltrops: lifespan reduced|70s|35s}}
| changes 2 = *{{nerf|Caltrops: lifespan reduced|70s|35s}}
| quote 2 = frequently unused caltrops clutter up the screen and cause extra lag we want to balance out their lifespan to reduce the number always on screen and make them no longer last longer than the base Spike Factory.
| quote 3 = frequently unused caltrops clutter up the screen and cause extra lag we want to balance out their lifespan to reduce the number always on screen and make them no longer last longer than the base Spike Factory.
| tiers 3 = XX5
| changes 3 tiers = XX5
| changes 3 = *{{buff|Caltrops: damage increased|1|5}}
| changes 3 = *{{buff|Caltrops: damage increased|1|5}}
*{{buff|Caltrops: now gains +5 bonus damage to ceramic}}
*{{buff|Caltrops: now gains +5 bonus damage to ceramic}}
Line 302: Line 295:
| paragon cost before = 600000
| paragon cost before = 600000
| paragon cost after = 500000
| paragon cost after = 500000
| quote 1 tiers = 502,xx5
| quote 2 tiers = 502;xx5
| quote 2 tiers = XX2,XX3,XX4,102,202,302,402,012,022,032,042,052
| quote 3 tiers = XX2;XX3;XX4
}}
}}


=== [[Druid (BTD6)|Druid]] ===
=== [[Druid (BTD6)|Druid]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Slightly shifting price down from T4 into T3 midpath, and increasing the base cash amount gained from the ability as it currently needs quite a lot of initial investment to really get going at all compared to other farming options
| version = 36.0
| version = 36.0
| tower = Druid
| tower = Druid
Line 315: Line 307:
| path 2 tier 4 cost before = 5000
| path 2 tier 4 cost before = 5000
| path 2 tier 4 cost after = 4900
| path 2 tier 4 cost after = 4900
| tiers 1 = X4X,X5X
| changes 1 tiers = X4X;X5X
| changes 1 = *{{buff|Ability base income increased|$240|$320}}
| changes 1 = *{{buff|Ability base income increased|$240|$320}}
| quote 1 = Slightly shifting price down from T4 into T3 midpath, and increasing the base cash amount gained from the ability as it currently needs quite a lot of initial investment to really get going at all compared to other farming options
| quote 1 = Slightly shifting price down from T4 into T3 midpath, and increasing the base cash amount gained from the ability as it currently needs quite a lot of initial investment to really get going at all compared to other farming options
Line 326: Line 318:


=== [[Spike Factory (BTD6)|Spike Factory]] ===
=== [[Spike Factory (BTD6)|Spike Factory]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Spiked Balls provides incredibly powerful cleanup in all stages of gameplay, and we like the use here but for a cheap T3 it doesn't drop off enough lategame with the lower pierce requirements there. Permaspike, while admittedly not often utilized to its max potential, has sat in a dominant high end position for a long time so we are shifting it away from such high pierce into more damage per pierce.
| quote 1 = Spiked Balls provides incredibly powerful cleanup in all stages of gameplay, and we like the use here but for a cheap T3 it doesn't drop off enough lategame with the lower pierce requirements there. Permaspike, while admittedly not often utilized to its max potential, has sat in a dominant high end position for a long time so we are shifting it away from such high pierce into more damage per pierce.
| version = 36.0
| version = 36.0
| tower = Spike Factory
| tower = Spike Factory
| tiers 1 = 3XX,4XX,5XX
| changes 1 tiers = 3XX+
| changes 1 = *{{nerf|Pierce reduced|14|12}}
| changes 1 = *{{nerf|Pierce reduced|14|12}}
| quote 1 = Spiked Balls provides incredibly powerful cleanup in all stages of gameplay, and we like the use here but for a cheap T3 it doesn't drop off enough lategame with the lower pierce requirements there.
| changes 2 tiers = XX5
| tiers 2 = XX5
| changes 2 = *{{nerf|Pierce reduced|50|25}}
| changes 2 = *{{nerf|Pierce reduced|50|25}}
*{{buff|Damage increased|10|15}}
*{{buff|Damage increased|10|15}}
| changes 3 = *{{nerf|Pierce reduced|90|45}}
| changes 3 = *{{nerf|Pierce reduced|90|45}}
| quote 2 = Permaspike, while admittedly not often utilized to its max potential, has sat in a dominant high end position for a long time so we are shifting it away from such high pierce into more damage per pierce.
| quote 2 = Permaspike, while admittedly not often utilized to its max potential, has sat in a dominant high end position for a long time so we are shifting it away from such high pierce into more damage per pierce.
| tiers 3 = 105
| changes 3 tiers = 105;205
| quote 1 tiers = 3xx,4xx,5xx
| quote 2 tiers = 3xx+
| quote 2 tiers = xx5,105
| quote 3 tiers = xx5;1xx
}}
}}


=== [[Monkey Village (BTD6)|Monkey Village]] ===
=== [[Monkey Village (BTD6)|Monkey Village]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = Last update included a change to the x2x Banana Farm which allowed Banks to finally receive external cash production buffs (previously none of these applied to bank path). This didn’t affect base level unbuffed farm balance, but some players noticed slight reductions in how effective buffs were when applied to other farms (320 and 023 crosspaths) due to this change, overall we’re positive about what the change means but to push back past that nerf to endgame farm synergy we balanced it out with a stronger synergy buff from villages
| version = 36.0
| version = 36.0
| tower = Monkey Village
| tower = Monkey Village
| tiers 1 = XX4,XX5
| changes 1 tiers = XX4;XX5
| changes 1 = *{{buff|Cash generation bonus increased|15%|20%}}
| changes 1 = *{{buff|Cash generation bonus increased|15%|20%}}
| quote 1 = Last update included a change to the x2x Banana Farm which allowed Banks to finally receive external cash production buffs (previously none of these applied to bank path). This didn’t affect base level unbuffed farm balance, but some players noticed slight reductions in how effective buffs were when applied to other farms (320 and 023 crosspaths) due to this change, overall we’re positive about what the change means but to push back past that nerf to endgame farm synergy we balanced it out with a stronger synergy buff from villages
| quote 1 = Last update included a change to the x2x Banana Farm which allowed Banks to finally receive external cash production buffs (previously none of these applied to bank path). This didn’t affect base level unbuffed farm balance, but some players noticed slight reductions in how effective buffs were when applied to other farms (320 and 023 crosspaths) due to this change, overall we’re positive about what the change means but to push back past that nerf to endgame farm synergy we balanced it out with a stronger synergy buff from villages
| quote 1 tiers = xx4,xx5
| quote 1 tiers = xx4;xx5
}}
}}


=== [[Engineer Monkey (BTD6)|Engineer Monkey]] ===
=== [[Engineer Monkey (BTD6)|Engineer Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes/new
| quote = XXXL Trap 205 crosspath hasn’t actually ‘been working’ due to the base attack rate being faster than minimum deployment delay so we have slowed the base rate to make 205 crosspath actually matter. Along with this, since the fortification bonus aspect of x2x hasn’t ever done anything for Bloontraps, 024 will now ignore the fortification of Bloons that it eats
| quote 1 = XXXL Trap 205 crosspath hasn’t actually ‘been working’ due to the base attack rate being faster than minimum deployment delay so we have slowed the base rate to make 205 crosspath actually matter. Along with this, since the fortification bonus aspect of x2x hasn’t ever done anything for Bloontraps, 024 will now ignore the fortification of Bloons that it eats
| version = 36.0
| version = 36.0
| tower = Engineer Monkey
| tower = Engineer Monkey
| tiers 1 = 024,025
| changes 1 tiers = 024;025
| changes 1 = *{{buff|Deconstruction crosspath grants Bloontraps the ability to de-fortify anything it consumes prior to capturing}}
| changes 1 = *{{buff|Deconstruction crosspath grants Bloontraps the ability to de-fortify anything it consumes prior to capturing}}
| quote 1 = XXXL Trap 205 crosspath hasn’t actually ‘been working’ due to the base attack rate being faster than minimum deployment delay so we have slowed the base rate to make 205 crosspath actually matter.
| quote 2 = XXXL Trap 205 crosspath hasn’t actually ‘been working’ due to the base attack rate being faster than minimum deployment delay so we have slowed the base rate to make 205 crosspath actually matter.
| tiers 2 = XX5
| changes 2 tiers = XX5
| changes 2 = *{{nerf|Bloontrap deploy rate reduced|2.8s|5.8s}}
| changes 2 = *{{nerf|Bloontrap deploy rate reduced|2.8s|5.8s}}
| quote 2 = Along with this, since the fortification bonus aspect of x2x hasn’t ever done anything for Bloontraps, 024 will now ignore the fortification of Bloons that it eats
| changes 3 tiers = 205
| tiers 3 = 205
| changes 3 = *{{buff|Faster Engineering crosspath 'should now work' and actually make Bloontrap’s cooldown faster}}
| changes 3 = *{{buff|Faster Engineering crosspath 'should now work' and actually make Bloontrap’s cooldown faster}}
*{{nerf|Bloontrap deploy rate reduced|2.8s|3.48s}}
*{{nerf|Bloontrap deploy rate reduced|2.8s|3.48s}}
| quote 1 tiers = xx5,205
| quote 1 tiers = 024;025
| quote 2 tiers = 024,025
| quote 2 tiers = 2xx
}}
}}


Line 375: Line 364:


=== [[Adora (BTD6)|Adora]] ===
=== [[Adora (BTD6)|Adora]] ===
{{BTD6 hero changes
{{BTD6 hero changes/new
| quote = Adora skyrocketed in value with her fortification changes and this has been great, but the initial fort bonus she gains doesn't feel like it needs to immediately start at +2 given her base damage of only 1
| quote = Adora skyrocketed in value with her fortification changes and this has been great, but the initial fort bonus she gains doesn't feel like it needs to immediately start at +2 given her base damage of only 1
| version = 36.0
| version = 36.0
| hero = Adora
| hero = Adora
| changes 1 = *{{nerf|Adora bonus damage to fortified Bloons reduced|+2|+1|}}
| changes 1 = *{{nerf|Divine Bolt: bonus damage to Fortified Bloons reduced|+2|+1}}
| changes 1 levels = 9-12
| changes 1 levels = 9–12
| changes 2 = *{{nerf|Adora bonus damage to fortified Bloons reduced|+3|+2|}}
| changes 2 = *{{nerf|Divine Bolt: bonus damage to Fortified Bloons reduced|+3|+2}}
| changes 2 levels = 13-18
| changes 2 levels = 13–18
| changes 3 = *{{nerf|Adora bonus damage to fortified Bloons reduced|+4|+3|}}
| changes 3 = *{{nerf|Divine Bolt: bonus damage to Fortified Bloons reduced|+4|+3}}
| changes 3 levels = 19+
| changes 3 levels = 19+
}}
}}


=== [[Geraldo (BTD6)|Geraldo]] ===
=== [[Geraldo (BTD6)|Geraldo]] ===
{{BTD6 hero changes
{{BTD6 changes
| version = 36.0
| name = Geraldo
| quote = Geraldo has a lot of items that are still undervalued compared to others while Pickles appears to stand far above the rest as the downside for the power increase isn’t quite enough. We’re pulling more of these lower & higher items closer in to the middle
| quote = Geraldo has a lot of items that are still undervalued compared to others while Pickles appears to stand far above the rest as the downside for the power increase isn’t quite enough. We’re pulling more of these lower & higher items closer in to the middle
| version = 36.0
|changes=
| hero = Geraldo
{{{!}}class="wikitable"
| changes 1 levels = 1+
!Item
| changes 1 = *{{nerf|Pickle rate reduction increased|1.25|1.33}}
!Changes
| changes 1 names = Jar of Pickles
{{!}}-
| changes 2 = *{{buff|Stack of Nails rounds to replenish|5|1}}
{{!}}[[Stack of Old Nails]]
*{{nerf|Stack of Nails amount replenished|2|1}}
{{!}}{{BTD6 changes|name=Stack of Old Nails|version=36.0|quote=Geraldo has a lot of items that are still undervalued compared to others while Pickles appears to stand far above the rest as the downside for the power increase isn’t quite enough. We’re pulling more of these lower & higher items closer in to the middle|hide quote=y
| changes 2 levels = 1+
|changes=
| changes 2 names = Stack of Old Nails
*{{buff|Rounds to replenish reduced|5|1}}
| changes 3 = *{{buff|Lv16 Stack of Nails pierce increased|14|24}}
*{{nerf|Amount replenished reduced|2|1}}
*{{buff|Lv16 Stack of Nails damage type|Sharp|Normal}}
*{{buff|Levels 16+: pierce increased|14|24}}
| changes 3 levels = 16+
*{{buff|Levels 16+: damage type changed|Sharp|Normal}}
| changes 3 names = Stack of Old Nails
}}
| changes 4 = *{{nerf|Fertilizer duration reduced|5|4 rounds}}
{{!}}-
| changes 4 levels = 9+
{{!}}[[Jar of Pickles]]
| changes 4 names = Fertilizer
{{!}}{{BTD6 changes|name=Jar of Pickles|version=36.0|quote=Geraldo has a lot of items that are still undervalued compared to others while Pickles appears to stand far above the rest as the downside for the power increase isn’t quite enough. We’re pulling more of these lower & higher items closer in to the middle|hide quote=y
| changes 5 = *{{buff|Rabbit pierce increased|10|15}}
|changes=
*{{buff|Rabbit max damage boosts increased|30|40}}
*{{nerf|Cooldown penalty increased|×1.25|×1.33}}
*{{buff|Rabbit boost threshold requirement reduced|3000|2250}}
}}
| changes 5 levels = 10+
{{!}}-
| changes 5 names = Pet Rabbit
{{!}}[[Tube of Amaz-o-Glue]]
| changes 6 = *{{buff|Lv17 Tube of Amaz-o-Glue MOAB class extra pierce taken reduced}}
{{!}}{{BTD6 changes|name=Tube of Amaz-o-Glue|version=36.0|quote=Geraldo has a lot of items that are still undervalued compared to others while Pickles appears to stand far above the rest as the downside for the power increase isn’t quite enough. We’re pulling more of these lower & higher items closer in to the middle|hide quote=y
**{{buff|MOAB|+9|+4}}
|changes=
**{{buff|DDT|+19|+9}}
*{{buff|Levels 17+: MOAB-Class pierce penalties reduced}}
**{{buff|BFB|+19|+9}}
**MOAB: +9 → +4
**{{buff|ZOMG|+49|+24}}
**BFB: +19 → +9
| changes 6 levels = 17+
**DDT: +19 → +9
| changes 6 names = Tube of Amaz-o-Glue
**ZOMG: +49 → +24
}}
{{!}}-
{{!}}[[Fertilizer]]
{{!}}{{BTD6 changes|name=Fertilizer|version=36.0|quote=Geraldo has a lot of items that are still undervalued compared to others while Pickles appears to stand far above the rest as the downside for the power increase isn’t quite enough. We’re pulling more of these lower & higher items closer in to the middle|hide quote=y
|changes=
*{{nerf|Duration reduced|5 rounds|4 rounds}}
}}
{{!}}-
{{!}}[[Pet Rabbit]]
{{!}}{{BTD6 changes|name=Pet Rabbit|version=36.0|quote=Geraldo has a lot of items that are still undervalued compared to others while Pickles appears to stand far above the rest as the downside for the power increase isn’t quite enough. We’re pulling more of these lower & higher items closer in to the middle|hide quote=y
|changes=
*{{buff|Pierce increased|10|15}}
*{{buff|Max damage boosts increased|30|40}}
*{{buff|Boost threshold requirement reduced|3000|2250}}
}}
{{!}}}
}}
}}