Update history:Bloons TD 6/Version 42.0: Difference between revisions
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=== [[Dart Monkey (BTD6)|Dart Monkey]] === | === [[Dart Monkey (BTD6)|Dart Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 42.0 | | version = 42.0 | ||
| tower = Dart Monkey | | tower = Dart Monkey | ||
| tiers | | changes 1 tiers = 3XX | ||
| changes 1 = *{{buff|Spike-o-pult range increased|32|36.8|note=Juggernaut range remains unchanged at 36.8}} | | changes 1 = *{{buff|Spike-o-pult range increased|32|36.8|note=Juggernaut range remains unchanged at 36.8}} | ||
| quote 1 = Players have found Spike-o-pult’s lower range to sometimes cause issues leading into Juggernaut due to very specific placement being required to aim the attack on this path and how that aiming changes along with increased range, while quite a niche problem we feel it’s fair enough to match the range across these upgrades to address this concern. | | quote 1 = Players have found Spike-o-pult’s lower range to sometimes cause issues leading into Juggernaut due to very specific placement being required to aim the attack on this path and how that aiming changes along with increased range, while quite a niche problem we feel it’s fair enough to match the range across these upgrades to address this concern. | ||
| tiers | | changes 2 tiers = 4XX | ||
| changes 2 = *{{buff|Juggernaut’s bonus damage to fortified targets now works across crosspaths|fix=y}} | | changes 2 = *{{buff|Juggernaut’s bonus damage to fortified targets now works across crosspaths|fix=y}} | ||
| quote 1 tiers = 3xx | | quote 1 tiers = 3xx | ||
| Line 56: | Line 55: | ||
=== [[Bomb Shooter (BTD6)|Bomb Shooter]] === | === [[Bomb Shooter (BTD6)|Bomb Shooter]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 42.0 | | version = 42.0 | ||
| tower = Bomb Shooter | | tower = Bomb Shooter | ||
| path 3 tier 5 cost before = 35000 | | path 3 tier 5 cost before = 35000 | ||
| path 3 tier 5 cost after = 28000 | | path 3 tier 5 cost after = 28000 | ||
| tiers | | changes 1 tiers = X4X;X5X | ||
| changes 1 = *{{neutral|Ability follows target priority instead of Strong}} | | changes 1 = *{{neutral|Ability follows target priority instead of Strong}} | ||
| quote 1 = In efforts to bring more player control the MOAB Assassin ability will now follow tower target priority to determine its targets, although note it will still never target non-moabs. | | quote 1 = In efforts to bring more player control the MOAB Assassin ability will now follow tower target priority to determine its targets, although note it will still never target non-moabs. | ||
| tiers | | changes 2 tiers = XX5 | ||
| changes 2 = *{{buff|Attack cooldown reduced|1.5s|1s}} | | changes 2 = *{{buff|Attack cooldown reduced|1.5s|1s}} | ||
*{{nerf|Damage reduced|6|3}} | *{{nerf|Damage reduced|6|3}} | ||
*{{nerf|No longer deals +5 damage to Fortified}} | *{{nerf|No longer deals +5 damage to Fortified}} | ||
| quote 2 = As a mainly AoE path Fortification will always be a powerful weakness unless the bonus was to be far more than double effectiveness, we feel in hindsight it was never a good idea to try and counter that weakness on this path, instead we’re going to lean more into the raw cheap AoE damage output that this path specializes in and players can deal with fortification on their own with the leftover cash from this price reduction. | | quote 2 = As a mainly AoE path Fortification will always be a powerful weakness unless the bonus was to be far more than double effectiveness, we feel in hindsight it was never a good idea to try and counter that weakness on this path, instead we’re going to lean more into the raw cheap AoE damage output that this path specializes in and players can deal with fortification on their own with the leftover cash from this price reduction. | ||
| quote 1 tiers = x4x | | quote 1 tiers = x4x;x5x | ||
| quote 2 tiers = xx5 | | quote 2 tiers = xx5 | ||
}} | }} | ||
=== [[Ice Monkey (BTD6)|Ice Monkey]] === | === [[Ice Monkey (BTD6)|Ice Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 42.0 | | version = 42.0 | ||
| tower = Ice Monkey | | tower = Ice Monkey | ||
| changes 1 = *{{buff|Attack cooldown reduced|2.16s|1.8s}} | | changes 1 = *{{buff|Attack cooldown reduced|2.16s|1.8s}} | ||
| quote 1 = Embrittlement is cheap and balanced by its limited range and rate making it difficult to apply to very many targets with reliable frequency, however Super Brittle is far more expensive but still faces these same struggles. Feels fair for the cost to increase its attack rate further. | | quote 1 = Embrittlement is cheap and balanced by its limited range and rate making it difficult to apply to very many targets with reliable frequency, however Super Brittle is far more expensive but still faces these same struggles. Feels fair for the cost to increase its attack rate further. | ||
| tiers | | changes 1 tiers = 5XX | ||
| quote 1 tiers = 5xx | | quote 1 tiers = 5xx | ||
}} | }} | ||
=== [[Sniper Monkey (BTD6)|Sniper Monkey]] === | === [[Sniper Monkey (BTD6)|Sniper Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| quote = Bouncing Bullets still feels decent enough at some points, however we feel it’s too difficult to save up into to justify the current power level. We’re shuffling prices to allow this upgrade to come online sooner while keeping the path at the same value for higher tiers as these still offer additional income support that they are balanced around. Additionally we think the T5 sniper changes for improving sniper farming QoL was a step in the right direction, however we want to take it further and work this way directly from the T4 Supply Drop. | | quote 1 = Bouncing Bullets still feels decent enough at some points, however we feel it’s too difficult to save up into to justify the current power level. We’re shuffling prices to allow this upgrade to come online sooner while keeping the path at the same value for higher tiers as these still offer additional income support that they are balanced around. Additionally we think the T5 sniper changes for improving sniper farming QoL was a step in the right direction, however we want to take it further and work this way directly from the T4 Supply Drop. | ||
|quote 1 tiers=x4x | |||
| version = 42.0 | | version = 42.0 | ||
| tower = Sniper Monkey | | tower = Sniper Monkey | ||
| Line 94: | Line 92: | ||
| path 2 tier 4 cost before = 7200 | | path 2 tier 4 cost before = 7200 | ||
| path 2 tier 4 cost after = 7600 | | path 2 tier 4 cost after = 7600 | ||
| tiers | | changes 1 tiers = X4X | ||
| changes 1 = *{{buff|Ability now triggers other supply drops when one is used}} | | changes 1 = *{{buff|Ability now triggers other supply drops when one is used}} | ||
| quote | | quote 2 = Bouncing Bullets still feels decent enough at some points, however we feel it’s too difficult to save up into to justify the current power level. We’re shuffling prices to allow this upgrade to come online sooner while keeping the path at the same value for higher tiers as these still offer additional income support that they are balanced around. | ||
| quote 2 | | quote 2 tiers = x3x | ||
}} | }} | ||
=== [[Monkey Sub (BTD6)|Monkey Sub]] === | === [[Monkey Sub (BTD6)|Monkey Sub]] === | ||
{{Clear}} | {{Clear}} | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 42.0 | | version = 42.0 | ||
| tower = Monkey Sub | | tower = Monkey Sub | ||
|tiers | |changes 1 tiers=3xx;4xx;5xx;paragon | ||
|changes 1=*{{buff|Retry Last Round no longer removes the submerge toggle|fix=y}} | |changes 1=*{{buff|Retry Last Round no longer removes the submerge toggle|fix=y}} | ||
| tiers | | changes 2 tiers = 5XX | ||
| changes 2 = *{{buff|Main dart: damage increased|1|5}} | | changes 2 = *{{buff|Main dart: damage increased|1|5}} | ||
| quote 1 = As currently nothing else ever happens with the main attack beyond T2 on the top path we want to give Energizer a little more power here to promote reason to un-submerge, although knowing how well this attack scales in terms of buffability we’re starting off with a careful amount to not take this too far. | | quote 1 = As currently nothing else ever happens with the main attack beyond T2 on the top path we want to give Energizer a little more power here to promote reason to un-submerge, although knowing how well this attack scales in terms of buffability we’re starting off with a careful amount to not take this too far. | ||
| tiers | | changes 3 tiers = 502 | ||
| changes 3 = *{{buff|Airburst dart: damage increased|1|5}} | | changes 3 = *{{buff|Airburst dart: damage increased|1|5}} | ||
| quote 1 tiers = 5xx;502 | |||
| quote 1 tiers = 5xx | |||
}} | }} | ||
{{Clear}} | {{Clear}} | ||
=== [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] === | === [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| quote = General improvements made to higher tier DoT applications for Buccaneer. The pierce from bottom crosspath seems to be better after destroyer currently, so this also acts as some crosspath balancing for Flagship. Middle path buccaneer continues to attack with its initial 1 damage projectile that never gets upgraded but the Cannons are very much intended to be a ‘replacement’ upgrade to this main attack, so we are finally disabling that dart along with improving the damage of grapes for the T3 & T4 on this path so the lower tiers can save into Pirate Lord better. | | quote 1 = General improvements made to higher tier DoT applications for Buccaneer. The pierce from bottom crosspath seems to be better after destroyer currently, so this also acts as some crosspath balancing for Flagship. Middle path buccaneer continues to attack with its initial 1 damage projectile that never gets upgraded but the Cannons are very much intended to be a ‘replacement’ upgrade to this main attack, so we are finally disabling that dart along with improving the damage of grapes for the T3 & T4 on this path so the lower tiers can save into Pirate Lord better. | ||
|quote 2=Middle path buccaneer continues to attack with its initial 1 damage projectile that never gets upgraded but the Cannons are very much intended to be a ‘replacement’ upgrade to this main attack, so we are finally disabling that dart along with improving the damage of grapes for the T3 & T4 on this path so the lower tiers can save into Pirate Lord better. | |||
|quote 2 tiers=x3x+ | |||
|quote 3=General improvements made to higher tier DoT applications for Buccaneer. The pierce from bottom crosspath seems to be better after destroyer currently, so this also acts as some crosspath balancing for Flagship. | |||
|quote 3 tiers=4xx;5xx;x2x;xx4;xx5 | |||
| version = 42.0 | | version = 42.0 | ||
| tower = Monkey Buccaneer | | tower = Monkey Buccaneer | ||
| tiers | | changes 1 tiers = 420 | ||
| changes 1 = *{{buff|Grapes (main and aircraft): Damage-over-time tick damage increased|2|4}} | | changes 1 = *{{buff|Grapes (main and aircraft): Damage-over-time tick damage increased|2|4}} | ||
| tiers | | changes 2 tiers = 520 | ||
| changes 2 = *{{buff|Grapes (main and aircraft): Damage-over-time tick damage increased|2|9}} | | changes 2 = *{{buff|Grapes (main and aircraft): Damage-over-time tick damage increased|2|9}} | ||
| | | changes 3 tiers = X3X+ | ||
| changes 3 = *{{nerf|Main dart attack disabled}} | | changes 3 = *{{nerf|Main dart attack disabled}} | ||
| | | changes 4 tiers = X3X | ||
| changes 4 = *{{buff|Grape damage increased|1|2}} | | changes 4 = *{{buff|Grape damage increased|1|2}} | ||
| tiers | | changes 5 tiers = X4X | ||
| changes 5 = *{{buff|Grape damage increased|2|3}} | | changes 5 = *{{buff|Grape damage increased|2|3}} | ||
| changes 6 = *{{buff|Damage-over-time tick damage increased|2|4}} | | changes 6 = *{{buff|Damage-over-time tick damage increased|2|4}} | ||
| tiers | | changes 6 tiers = 024 | ||
| tiers | | changes 7 tiers = 025 | ||
| changes 7 = *{{buff|Damage-over-time tick damage increased|2|9}} | | changes 7 = *{{buff|Damage-over-time tick damage increased|2|9}} | ||
}} | }} | ||
=== [[Heli Pilot (BTD6)|Heli Pilot]] === | === [[Heli Pilot (BTD6)|Heli Pilot]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| quote = The blowback rate of Special Poperations is being increased to reflect the previous changes upgrading downdraft to support chinook and bring up more lategame value in the support capabilities of this path. Comanche Commander’s value soared recently with buffs along with the recent Geraldo subtowers bugfix which solidified it as a strong lategame dps, and given the powerful synergies right now the current price feels far too low for what is now a solid pick for any map; we feel this may not be enough of a nerf but wish to hold off until v43 for further changes to be considered with this synergy. | | quote 1 = The blowback rate of Special Poperations is being increased to reflect the previous changes upgrading downdraft to support chinook and bring up more lategame value in the support capabilities of this path. Comanche Commander’s value soared recently with buffs along with the recent Geraldo subtowers bugfix which solidified it as a strong lategame dps, and given the powerful synergies right now the current price feels far too low for what is now a solid pick for any map; we feel this may not be enough of a nerf but wish to hold off until v43 for further changes to be considered with this synergy. | ||
| version = 42.0 | | version = 42.0 | ||
| tower = Heli Pilot | | tower = Heli Pilot | ||
| path 3 tier 5 cost before = 32000 | | path 3 tier 5 cost before = 32000 | ||
| path 3 tier 5 cost after = 35000 | | path 3 tier 5 cost after = 35000 | ||
| tiers | | changes 1 tiers = X5X | ||
| changes 1 = *{{buff|Downdraft attack cooldown reduced|0.15s|0.075s}} | | changes 1 = *{{buff|Downdraft attack cooldown reduced|0.15s|0.075s}} | ||
| quote | | quote 2 = The blowback rate of Special Poperations is being increased to reflect the previous changes upgrading downdraft to support chinook and bring up more lategame value in the support capabilities of this path. | ||
| tiers | | changes 2 tiers = XX3+ | ||
| changes 2 = *{{buff|MOAB Shove no longer ignores the children of the target it is shoving|fix=y}} | | changes 2 = *{{buff|MOAB Shove no longer ignores the children of the target it is shoving|fix=y}} | ||
| quote | | quote 3 = Comanche Commander’s value soared recently with buffs along with the recent Geraldo subtowers bugfix which solidified it as a strong lategame dps, and given the powerful synergies right now the current price feels far too low for what is now a solid pick for any map; we feel this may not be enough of a nerf but wish to hold off until v43 for further changes to be considered with this synergy. | ||
| quote | | quote 2 tiers = x5x | ||
| quote | | quote 3 tiers = xx5 | ||
}} | }} | ||
=== [[Mortar Monkey (BTD6)|Mortar Monkey]] === | === [[Mortar Monkey (BTD6)|Mortar Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 42.0 | | version = 42.0 | ||
| tower = Mortar Monkey | | tower = Mortar Monkey | ||
| tiers | | changes 1 tiers = 032 | ||
| changes 1 = *{{buff|Damage-over-time tick damage increased|1|2}} | | changes 1 = *{{buff|Damage-over-time tick damage increased|1|2}} | ||
| quote 1 = We’re feeling quite happy about the overall state of mortar compared to how it has fared in the past, however the Burny Stuff crosspath is still very hard to justify on middle mortar so along with other DoT attacks in this update we’re trying out a slight increase to damage over time across this path. | | quote 1 = We’re feeling quite happy about the overall state of mortar compared to how it has fared in the past, however the Burny Stuff crosspath is still very hard to justify on middle mortar so along with other DoT attacks in this update we’re trying out a slight increase to damage over time across this path. | ||
| tiers | | changes 2 tiers = 042 | ||
| changes 2 = *{{buff|Damage-over-time tick damage increased|1|3}} | | changes 2 = *{{buff|Damage-over-time tick damage increased|1|3}} | ||
| tiers | | changes 3 tiers = 052 | ||
| changes 3 = *{{buff|Damage-over-time tick damage increased|1|5}} | | changes 3 = *{{buff|Damage-over-time tick damage increased|1|5}} | ||
| quote 1 tiers = | | quote 1 tiers = x3x+;xx2 | ||
}} | }} | ||
=== [[Wizard Monkey (BTD6)|Wizard Monkey]] === | === [[Wizard Monkey (BTD6)|Wizard Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 42.0 | | version = 42.0 | ||
| tower = Wizard Monkey | | tower = Wizard Monkey | ||
| tiers | | changes 1 tiers = X4X | ||
| changes 1 = *{{buff|Dragon's Breath: Damage-over-time tick damage increased|1|2}} | | changes 1 = *{{buff|Dragon's Breath: Damage-over-time tick damage increased|1|2}} | ||
*{{buff|Dragon's Breath: now fires 2 projectiles}} | *{{buff|Dragon's Breath: now fires 2 projectiles}} | ||
| Line 190: | Line 180: | ||
| changes 2 = *{{buff|Phoenix: Base attack projectile speed increased|350|450}} | | changes 2 = *{{buff|Phoenix: Base attack projectile speed increased|350|450}} | ||
| quote 1 = Wizard is feeling effective across the board with nice use cases across each path so there was hesitation about making changes. Nevertheless we felt there were important changes here with DoT in mind, so there’s now new scaling on the Dragon’s Breath attack improving damage over time on higher upgrades and a for-fun change to the projectile count assisting in spreading flames to many targets. We understand we are affecting current balance but it’s done in the name of fun and for Wizard fans. | | quote 1 = Wizard is feeling effective across the board with nice use cases across each path so there was hesitation about making changes. Nevertheless we felt there were important changes here with DoT in mind, so there’s now new scaling on the Dragon’s Breath attack improving damage over time on higher upgrades and a for-fun change to the projectile count assisting in spreading flames to many targets. We understand we are affecting current balance but it’s done in the name of fun and for Wizard fans. | ||
| tiers | | changes 2 tiers = X4X;X5X | ||
| tiers | | changes 3 tiers = X5X | ||
| changes 3 = *{{buff|Dragon's Breath: Damage-over-time tick damage increased|1|10}} | | changes 3 = *{{buff|Dragon's Breath: Damage-over-time tick damage increased|1|10}} | ||
*{{buff|Dragon's Breath: now fires 3 projectiles}} | *{{buff|Dragon's Breath: now fires 3 projectiles}} | ||
*{{nerf|Dragon's Breath: damage reduced|6|2}} | *{{nerf|Dragon's Breath: damage reduced|6|2}} | ||
*{{nerf|Dragon's Breath: pierce reduced|50|15}} | *{{nerf|Dragon's Breath: pierce reduced|50|15}} | ||
| quote 1 tiers = x4x | | quote 1 tiers = x4x;x5x | ||
}} | }} | ||
=== [[Super Monkey (BTD6)|Super Monkey]] === | === [[Super Monkey (BTD6)|Super Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 42.0 | | version = 42.0 | ||
| tower = Super Monkey | | tower = Super Monkey | ||
| Line 210: | Line 199: | ||
| path 2 tier 5 cost before = 90000 | | path 2 tier 5 cost before = 90000 | ||
| path 2 tier 5 cost after = 80000 | | path 2 tier 5 cost after = 80000 | ||
| tiers | | changes 1 tiers = 04X;140;05X;150 | ||
| changes 1 = *{{nerf|Attack speed reduced|0.036s|0.045s}} | | changes 1 = *{{nerf|Attack speed reduced|0.036s|0.045s}} | ||
| quote 1 = We lowered the price of Tech Terrors to keep them ‘unchanged’ with Robo’s recent balancing, however in hindsight Robo is still too powerful and Tech Terrors themselves were already good enough that they really should’ve taken the hit along with Robo. Instead as they have risen in power even more, both of these upgrades are being properly nerfed now with a compensatory price buff to Anti-Bloon instead (hopefully not groundhogging to where Anti-Bloon becomes far too powerful and more changes are needed in v43) | | quote 1 = We lowered the price of Tech Terrors to keep them ‘unchanged’ with Robo’s recent balancing, however in hindsight Robo is still too powerful and Tech Terrors themselves were already good enough that they really should’ve taken the hit along with Robo. Instead as they have risen in power even more, both of these upgrades are being properly nerfed now with a compensatory price buff to Anti-Bloon instead (hopefully not groundhogging to where Anti-Bloon becomes far too powerful and more changes are needed in v43) | ||
| tiers | | changes 2 tiers = 240;250 | ||
| changes 2 = *{{nerf|Attack speed reduced|0.024s|0.03s}} | | changes 2 = *{{nerf|Attack speed reduced|0.024s|0.03s}} | ||
| quote 1 tiers = x3x | | quote 1 tiers = x3x+ | ||
}} | }} | ||
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] === | === [[Ninja Monkey (BTD6)|Ninja Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 42.0 | | version = 42.0 | ||
| tower = Ninja Monkey | | tower = Ninja Monkey | ||
| tiers | | changes 1 tiers = XX3;XX4 | ||
| changes 1 = *{{buff|Shuriken: Deals more to stunned Bloons|+0|+3}} | | changes 1 = *{{buff|Shuriken: Deals more to stunned Bloons|+0|+3}} | ||
| quote 1 = Bottom path Ninja never does anything with the main shuriken projectile past the xx1 upgrade leaving it inconsequential on higher tiers. Given that Flash Bombs can feel lacking without heavy support, we’re trying out a change that makes Flash Bomb Ninja scale better with attack speed and pierce as something of a combo-attacker. Overall, this feels pretty ‘right’ for ninjas and more importantly it’s cool and sometimes that’s what matters most. | | quote 1 = Bottom path Ninja never does anything with the main shuriken projectile past the xx1 upgrade leaving it inconsequential on higher tiers. Given that Flash Bombs can feel lacking without heavy support, we’re trying out a change that makes Flash Bomb Ninja scale better with attack speed and pierce as something of a combo-attacker. Overall, this feels pretty ‘right’ for ninjas and more importantly it’s cool and sometimes that’s what matters most. | ||
| tiers | | changes 2 tiers = XX4 | ||
| changes 2 = *{{buff|Shuriken: Deals more to stickied targets|+0|+3}} | | changes 2 = *{{buff|Shuriken: Deals more to stickied targets|+0|+3}} | ||
*{{nerf|Sticky Bomb: Damage reduced|500|450}} | *{{nerf|Sticky Bomb: Damage reduced|500|450}} | ||
| tiers | | changes 3 tiers = XX5 | ||
| changes 3 = *{{buff|Shuriken: Deals more to stunned Bloons|0|+9}} | | changes 3 = *{{buff|Shuriken: Deals more to stunned Bloons|0|+9}} | ||
*{{buff|Shuriken: Deals more to stickied targets|+0|+9}} | *{{buff|Shuriken: Deals more to stickied targets|+0|+9}} | ||
| paragon changes = *{{buff|Main Shuriken: Deals more to stunned Bloons|+0|+15}} | | paragon changes = *{{buff|Main Shuriken: Deals more to stunned Bloons|+0|+15}} | ||
*{{buff|Main Shuriken: Deals more to stickied targets|+0|+15}} | *{{buff|Main Shuriken: Deals more to stickied targets|+0|+15}} | ||
| tiers | | changes 4 tiers = XX3+ | ||
| changes 4 = *{{buff|Flash Bomb should no longer fail to stun targets if damage is externally buffed|fix=y}} | | changes 4 = *{{buff|Flash Bomb should no longer fail to stun targets if damage is externally buffed|fix=y}} | ||
| quote 1 tiers = xx3 | | quote 1 tiers = xx3+ | ||
}} | }} | ||
=== [[Alchemist (BTD6)|Alchemist]] === | === [[Alchemist (BTD6)|Alchemist]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| quote = As groups of Berserker Brew seem proportionally too good compared to upgrading to Stronger Stimulant in some cases, we are slightly shifting price down into T3, keeping the total price of Stronger Stimulant the same but adding up more if choosing to spam T3 Brews. Back to improving damage over time, Lead to Gold currently deals a large damage increase to Leads but only on the main impact of the attack. I’m sure you can see where we’re going with this. | | quote 1 = As groups of Berserker Brew seem proportionally too good compared to upgrading to Stronger Stimulant in some cases, we are slightly shifting price down into T3, keeping the total price of Stronger Stimulant the same but adding up more if choosing to spam T3 Brews. Back to improving damage over time, Lead to Gold currently deals a large damage increase to Leads but only on the main impact of the attack. I’m sure you can see where we’re going with this. | ||
| version = 42.0 | | version = 42.0 | ||
| tower = Alchemist | | tower = Alchemist | ||
| Line 248: | Line 236: | ||
| path 1 tier 4 cost before = 3000 | | path 1 tier 4 cost before = 3000 | ||
| path 1 tier 4 cost after = 2950 | | path 1 tier 4 cost after = 2950 | ||
| tiers | | changes 1 tiers = XX3+ | ||
| changes 1 = *{{buff|Main attack: Damage-over-time now also deals bonus to Leads|+0|+9}} | | changes 1 = *{{buff|Main attack: Damage-over-time now also deals bonus to Leads|+0|+9}} | ||
| quote | | quote 2 = As groups of Berserker Brew seem proportionally too good compared to upgrading to Stronger Stimulant in some cases, we are slightly shifting price down into T3, keeping the total price of Stronger Stimulant the same but adding up more if choosing to spam T3 Brews. | ||
| quote | | quote 3 = Back to improving damage over time, Lead to Gold currently deals a large damage increase to Leads but only on the main impact of the attack. I’m sure you can see where we’re going with this. | ||
| quote | | quote 2 tiers = 3xx;4xx | ||
| quote | | quote 3 tiers = xx3+ | ||
}} | }} | ||
=== [[Druid (BTD6)|Druid]] === | === [[Druid (BTD6)|Druid]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 42.0 | | version = 42.0 | ||
| tower = Druid | | tower = Druid | ||
| changes 1 = *{{buff|Jungle's Bounty ability now triggers all available Jungle’s Bounty abilities when one is used}} | | changes 1 = *{{buff|Jungle's Bounty ability now triggers all available Jungle’s Bounty abilities when one is used}} | ||
| quote 1 = Same as the sniper, group triggering these spam abilities that require no timing other than ‘as soon as possible once off cooldown’ feels like a good quality of life change for those wishing to play alternate farming methods. | | quote 1 = Same as the sniper, group triggering these spam abilities that require no timing other than ‘as soon as possible once off cooldown’ feels like a good quality of life change for those wishing to play alternate farming methods. | ||
| tiers | | changes 1 tiers = X4X;X5X | ||
| quote 1 tiers = x4x | | quote 1 tiers = x4x;x5x | ||
}} | }} | ||
=== [[Banana Farm (BTD6)|Banana Farm]] === | === [[Banana Farm (BTD6)|Banana Farm]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| quote = Banana Central’s current level of buffability for a single tower makes it quite exceptional of a cash producer right now so it is increasing in cost. Players have made it clear that for Boss Events the current cooldown on IMF Loan regularly puts it into a position where timing is frustratingly tight in order to maximize profits when farming with banks, so we’ve agreed to loosen up on this cooldown to help with this issue. Finally, the Banana Salvage crosspath is also being increased in cost to reflect the current huge value granted to it with sellback metas where it is used. | | quote 1 = Banana Central’s current level of buffability for a single tower makes it quite exceptional of a cash producer right now so it is increasing in cost. Players have made it clear that for Boss Events the current cooldown on IMF Loan regularly puts it into a position where timing is frustratingly tight in order to maximize profits when farming with banks, so we’ve agreed to loosen up on this cooldown to help with this issue. Finally, the Banana Salvage crosspath is also being increased in cost to reflect the current huge value granted to it with sellback metas where it is used. | ||
| version = 42.0 | | version = 42.0 | ||
| tower = Banana Farm | | tower = Banana Farm | ||
| Line 278: | Line 265: | ||
| path 3 tier 3 cost before = 2900 | | path 3 tier 3 cost before = 2900 | ||
| path 3 tier 3 cost after = 2700 | | path 3 tier 3 cost after = 2700 | ||
| tiers | | changes 1 tiers = X4X | ||
| changes 1 = *{{buff|Cooldown reduced|90s|85s|note=Also affects initial cooldown}} | | changes 1 = *{{buff|Cooldown reduced|90s|85s|note=Also affects initial cooldown}} | ||
| quote | | quote 2 = Banana Central’s current level of buffability for a single tower makes it quite exceptional of a cash producer right now so it is increasing in cost. | ||
| quote | | quote 3 = Players have made it clear that for Boss Events the current cooldown on IMF Loan regularly puts it into a position where timing is frustratingly tight in order to maximize profits when farming with banks, so we’ve agreed to loosen up on this cooldown to help with this issue. | ||
| quote | | quote 4 = Finally, the Banana Salvage crosspath is also being increased in cost to reflect the current huge value granted to it with sellback metas where it is used. | ||
| quote | | quote 2 tiers = 5xx | ||
| quote | | quote 3 tiers = x4x | ||
| quote | | quote 4 tiers = xx2 | ||
}} | }} | ||
=== [[Beast Handler (BTD6)|Beast Handler]] === | === [[Beast Handler (BTD6)|Beast Handler]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| quote = When first creating Beast Handler we balanced the T1-3 upgrade costs with a goal of creating a decision point between spending free playable space to save on cash or spending more cash to save on playable space. However in practice though some people have come on board with spending their playable space as a resource for more power; actual interest is much more divided between maximizing cost efficiency of these merges or simply using different towers. Given that spam of lower tier handlers already comes with the advantage of allowing them to be repositioned over a larger area, we’re changing our approach with a full cost rebalance across most T1-3 upgrades for exactly equal cost per point of merged beast power, instead leaving the nuance around understanding higher value merges & footprint advantage to depend more on discounts. | | quote 1 = When first creating Beast Handler we balanced the T1-3 upgrade costs with a goal of creating a decision point between spending free playable space to save on cash or spending more cash to save on playable space. However in practice though some people have come on board with spending their playable space as a resource for more power; actual interest is much more divided between maximizing cost efficiency of these merges or simply using different towers. Given that spam of lower tier handlers already comes with the advantage of allowing them to be repositioned over a larger area, we’re changing our approach with a full cost rebalance across most T1-3 upgrades for exactly equal cost per point of merged beast power, instead leaving the nuance around understanding higher value merges & footprint advantage to depend more on discounts. | ||
| version = 42.0 | | version = 42.0 | ||
| tower = Beast Handler | | tower = Beast Handler | ||
| Line 307: | Line 294: | ||
| path 3 tier 2 cost before = 960 | | path 3 tier 2 cost before = 960 | ||
| path 3 tier 2 cost after = 940 | | path 3 tier 2 cost after = 940 | ||
| tiers | | changes 1 tiers = XX3 | ||
| changes 1 = *{{nerf| Golden Eagle moab penalty increased|29|44}} | | changes 1 = *{{nerf| Golden Eagle moab penalty increased|29|44}} | ||
*{{nerf|Damage reduced|2|1|note=Condor damage remains 2}} | *{{nerf|Damage reduced|2|1|note=Condor damage remains 2}} | ||
*{{nerf|Damage range reduced|4|2|note=Condor damage range remains 4. Max Golden Eagle damage reduced from 6 to 3.}} | *{{nerf|Damage range reduced|4|2|note=Condor damage range remains 4. Max Golden Eagle damage reduced from 6 to 3.}} | ||
| quote 1 tiers = 1xx;2xx;3xx;x2x;x3x;xx1;xx2 | |||
| quote 1 tiers = 1xx | |||
}} | }} | ||
| Line 318: | Line 304: | ||
=== [[Quincy (BTD6)|Quincy]] === | === [[Quincy (BTD6)|Quincy]] === | ||
{{BTD6 hero changes|quote=Quincy’s Storm of Arrows feels a little more like a downpour of wet pool noodles once Super Ceramics & especially their Fortified variants come around. However instead of making a drowning Quincy skin to pair with Lifegurd Brickell we are granting a large bonus to Ceramic Damage for the ability around the point you’ll need to deal with these.|version=42.0|hero=Quincy|changes 1=*{{buff| | {{BTD6 hero changes/new|quote=Quincy’s Storm of Arrows feels a little more like a downpour of wet pool noodles once Super Ceramics & especially their Fortified variants come around. However instead of making a drowning Quincy skin to pair with Lifegurd Brickell we are granting a large bonus to Ceramic Damage for the ability around the point you’ll need to deal with these.|version=42.0|hero=Quincy|changes 1=*{{buff|Storm of Arrows: now deals +18 bonus damage to Ceramics}}|changes 1 levels=18–19|changes 2=*{{buff|Storm of Arrows: now deals +24 bonus damage to Ceramics}}|changes 2 levels=20}} | ||
=== [[Gwendolin (BTD6)|Gwendolin]] === | === [[Gwendolin (BTD6)|Gwendolin]] === | ||
{{BTD6 hero changes | {{BTD6 hero changes/new | ||
| quote = Looking back over her kit, we noticed that we’ve never improved the actual attack itself for Gwen’s Heat it Up. Allowing her to be juiced up with high attack speed in order to spam these supercharged bursts of damage sounds fun and cool, so while noting that this will also increase the uptime of her buff we’re removing the limiter on her Heat it Up rate and pumping up its damage tenfold. | | quote = Looking back over her kit, we noticed that we’ve never improved the actual attack itself for Gwen’s Heat it Up. Allowing her to be juiced up with high attack speed in order to spam these supercharged bursts of damage sounds fun and cool, so while noting that this will also increase the uptime of her buff we’re removing the limiter on her Heat it Up rate and pumping up its damage tenfold. | ||
| version = 42.0 | | version = 42.0 | ||
| Line 330: | Line 316: | ||
| changes 2 levels = 12+ | | changes 2 levels = 12+ | ||
| changes 3 = *{{buff|Lv12 Heat it Up damage increased|3|10}} | | changes 3 = *{{buff|Lv12 Heat it Up damage increased|3|10}} | ||
| changes 3 levels = | | changes 3 levels = 12–14 | ||
| changes 4 = *{{buff|Lv15 Heat it Up damage increased|3|20}} | | changes 4 = *{{buff|Lv15 Heat it Up damage increased|3|20}} | ||
| changes 4 levels = | | changes 4 levels = 15–17 | ||
| changes 5 levels = 18+ | | changes 5 levels = 18+ | ||
| changes 5 = *{{buff|Lv18 Heat it Up damage increased|3|30}} | | changes 5 = *{{buff|Lv18 Heat it Up damage increased|3|30}} | ||
| Line 338: | Line 324: | ||
=== [[Obyn Greenfoot (BTD6)|Obyn Greenfoot]] === | === [[Obyn Greenfoot (BTD6)|Obyn Greenfoot]] === | ||
{{BTD6 hero changes | {{BTD6 hero changes/new | ||
| quote = Playing on ‘growth’ with his nature theme we’re allowing Obyn to sustain a long-lasting army of Brambles across multiple rounds, and we are doubling Obyn’s buff to Jungle Druid range to hopefully make it significant enough to enable druids much more power for a mid-late farming setup. | | quote = Playing on ‘growth’ with his nature theme we’re allowing Obyn to sustain a long-lasting army of Brambles across multiple rounds, and we are doubling Obyn’s buff to Jungle Druid range to hopefully make it significant enough to enable druids much more power for a mid-late farming setup. | ||
| version = 42.0 | | version = 42.0 | ||
| Line 350: | Line 336: | ||
=== [[Benjamin (BTD6)|Benjamin]] === | === [[Benjamin (BTD6)|Benjamin]] === | ||
{{BTD6 hero changes | {{BTD6 hero changes/new | ||
| quote = Benjamin’s value as a farming hero is majorly tied to how much more efficient he is at Lv1 than base farms and at a lower cost, whereas his higher levels of cash generation are quite inconsequential. Given this along with his early game snowball being a general balance concern, we're lowering the base cash generation to not be so overwhelming but also pumping up cash generation into his higher levels so he brings a lot more to the table later. | | quote = Benjamin’s value as a farming hero is majorly tied to how much more efficient he is at Lv1 than base farms and at a lower cost, whereas his higher levels of cash generation are quite inconsequential. Given this along with his early game snowball being a general balance concern, we're lowering the base cash generation to not be so overwhelming but also pumping up cash generation into his higher levels so he brings a lot more to the table later. | ||
| version = 42.0 | | version = 42.0 | ||
| Line 357: | Line 343: | ||
| changes 1 levels = 1 | | changes 1 levels = 1 | ||
| changes 2 = *{{nerf| Cash generation reduced|$150|$120}} | | changes 2 = *{{nerf| Cash generation reduced|$150|$120}} | ||
| changes 2 levels = | | changes 2 levels = 2–7 | ||
| changes 3 = *{{neutral| Cash generation remains unchanged at $250}} | | changes 3 = *{{neutral| Cash generation remains unchanged at $250}} | ||
| changes 3 levels = | | changes 3 levels = 8–10 | ||
| changes 4 = *{{buff| Cash generation increased|$300|$1000}} | | changes 4 = *{{buff| Cash generation increased|$300|$1000}} | ||
| changes 4 levels = | | changes 4 levels = 11–14 | ||
| changes 5 = *{{buff| Cash generation increased|$500|$2500}} | | changes 5 = *{{buff| Cash generation increased|$500|$2500}} | ||
| changes 5 levels = | | changes 5 levels = 15–16 | ||
| changes 6 = *{{buff| Cash generation increased|$800|$5000}} | | changes 6 = *{{buff| Cash generation increased|$800|$5000}} | ||
| changes 6 levels = 17+ | | changes 6 levels = 17+ | ||
| Line 369: | Line 355: | ||
=== [[Ezili (BTD6)|Ezili]] === | === [[Ezili (BTD6)|Ezili]] === | ||
{{BTD6 hero changes|quote=Ezili has a good anti-camo build, however as her totem cant be used in CHIMPS and her main attack never upgrades to de-camo DDTs this means she is never able to de-camo DDTs when playing in CHIMPS even though her totem easily counters them in the base game. While we don’t have any concerns with some heroes being relegated more as ‘non-chimps’ heroes, we felt no reason not to solve this simple issue by allowing her main attack to upgrade to counter DDTs as well.|version=42.0|hero=Ezili|changes 1 levels=16+|changes 1=*{{buff|Lv16 Main attack can now de-camo DDTs}} | {{BTD6 hero changes/new|quote=Ezili has a good anti-camo build, however as her totem cant be used in CHIMPS and her main attack never upgrades to de-camo DDTs this means she is never able to de-camo DDTs when playing in CHIMPS even though her totem easily counters them in the base game. While we don’t have any concerns with some heroes being relegated more as ‘non-chimps’ heroes, we felt no reason not to solve this simple issue by allowing her main attack to upgrade to counter DDTs as well.|version=42.0|hero=Ezili|changes 1 levels=16+|changes 1=*{{buff|Lv16 Main attack can now de-camo DDTs}} | ||
*{{buff|Lv16 Main attack and splash can now defortify DDTs and MOABs|undoc=y}}}} | *{{buff|Lv16 Main attack and splash can now defortify DDTs and MOABs|undoc=y}}}} | ||
=== [[Geraldo (BTD6)|Geraldo]] === | === [[Geraldo (BTD6)|Geraldo]] === | ||
{{BTD6 hero changes | {{BTD6 hero changes/new | ||
| version = 42.0 | | version = 42.0 | ||
| hero = Geraldo | | hero = Geraldo | ||
| changes | | all level changes = *{{nerf|Resolved an issue where Geraldo’s subtowers would be immune to freeze on [[Glacial Trail]] after Geraldo is sold|fix=y}} | ||
| changes 1 levels = | |changes 1 levels=18 | ||
| changes | |changes 1=*{{buff|Geraldo should now restock inventory correctly when leveled immediately from 18 to 20|fix=y}} | ||
| changes | }} | ||
| | {{BTD6 changes | ||
| changes | | version = 42.0 | ||
| name = Geraldo | |||
|changes= | |||
{{{!}}class="wikitable" | |||
!Item | |||
!Changes | |||
{{!}}- | |||
{{!}}[[Stack of Old Nails]] | |||
{{!}}{{BTD6 changes|name=Stack of Old Nails | |||
|version=42.0 | |||
|changes= | |||
*{{buff|Nail Mine should now save correctly|fix=y}} | |||
}} | |||
{{!}}} | |||
}} | }} | ||
=== [[Corvus (BTD6)|Corvus]] === | === [[Corvus (BTD6)|Corvus]] === | ||
{{BTD6 hero changes | {{BTD6 hero changes/new | ||
| quote = | |priority=3 | ||
| quote = We wanted to avoid passive stall mana gain with Corvus initially, however in order to grant a little bit more leeway for co-op splits or general bad placement, we are allowing Corvus to passively generate a little mana over time while Bloons are spawning but reducing the mana gain from popping Haunted Bloons | |||
| version = 42.0 | | version = 42.0 | ||
| hero = Corvus | | hero = Corvus | ||
| changes | |all level changes=*{{nerf|Haunt: mana gain per layer reduced|5|3}} | ||
*{{buff|Corvus now passively gains 1 mana/s so long as Bloons are spawning}} | |||
}} | |||
{{BTD6 hero changes/new | |||
|priority=2 | |||
}}{{BTD6 hero changes | |||
| quote = Higher levels of Corvus feel they have far too much mana which leads to difficult to maintain and less interesting spam of spells, so we’re lowering the range in which Spiritual Balance grants bonus mana recovery | | quote = Higher levels of Corvus feel they have far too much mana which leads to difficult to maintain and less interesting spam of spells, so we’re lowering the range in which Spiritual Balance grants bonus mana recovery | ||
| version = 42.0 | | version = 42.0 | ||
| hero = Corvus | | hero = Corvus | ||
| changes 1 levels = 8+ | | changes 1 levels = 8+ | ||
| changes 1 = *{{nerf| | | changes 1 = *{{nerf|Spiritual Balance: curve decay start point|40%|25%}} | ||
*{{nerf| | *{{nerf|Spiritual Balance: curve decay end point|80%|65%}} | ||
}}{{BTD6 | }} | ||
====Spells==== | |||
{{BTD6 changes | |||
| version = 42.0 | | version = 42.0 | ||
| | | name = Corvus | ||
| changes | |priority=1 | ||
|changes= | |||
{{{!}}class="wikitable" | |||
}}{{BTD6 | !Spell | ||
| quote = | !Changes | ||
| version = 42.0 | {{!}}- | ||
| | {{!}}[[Haste]] | ||
| changes | {{!}}{{BTD6 changes|name=Haste | ||
|version=42.0|quote=Haste is a combo-only spell with little value on its own without buffing other spells - so we’re making it much cheaper to realistically combo more often without being such a large mana drain. | |||
| changes | |changes= | ||
*{{buff|Mana cost reduced|75|50}} | |||
}} | |||
{{!}}- | |||
{{!}}[[Storm (BTD6)|Storm]] | |||
{{!}}{{BTD6 changes|name=Storm | |||
|version=42.0|quote=Storm is a little too effective both at AoE cleanup and also single target, so the rate is being reduced slightly | |||
|changes= | |||
*{{nerf|Attack cooldown increased|0.1|0.12}} | |||
}} | |||
{{!}}- | |||
{{!}}[[Recovery]] / [[Nourishment]] | |||
{{!}}{{BTD6 changes|names=Recovery;Nourishment | |||
|version=43.0|quote=The cycle of Recovery into Nourishment over and over to maximize XP earnings while never having corvus attack ruins the fun of actually playing this hero, so we’re ending this. | |||
|changes= | |||
*{{nerf|Recovery spell no longer applies cooldown reduction to Nourishment}} | |||
}} | |||
{{!}}} | |||
}} | }} | ||
== | ==Knowledge== | ||
===Monkey Knowledge=== | |||
{{BTD6 changes | |||
|version=42.0|name=Flanking Maneuvers|changes= *{{buff|Now affects [[Nautic Siege Core]]|fix=y}} | |||
}} | |||
=== | === Relic Knowledge === | ||
{{BTD6 changes | {{BTD6 changes | ||
| version = 42.0 | | version = 42.0 | ||
| Line 446: | Line 466: | ||
== Video == | == Video == | ||
{{Youtube|Kg5tHguhsGg}}{{Clear}} | {{Youtube|Kg5tHguhsGg}}{{Clear}} | ||
==Notes== | |||
*The official update notes claim that [[Monkey Pirates (BTD6)|Monkey Pirates]]'s [[Hot Shot (BTD6)|Hot Shot]] DoT damage was also buffed from 2 to 4, but this change was not implemented. | |||
==References== | ==References== | ||
Revision as of 16:07, 26 August 2025
Version 42.0 is the second major update to Bloons TD 6 of 2024. This update introduced the hero skin Gentlemonkey Gadgeteer for the hero Geraldo, the Castle Revenge map, and Accolades and player revenue share.
Additions
| Quest | Category |
|---|---|
| Tutorials | |
| Tutorials | |
| Experiments | |
| Tales |
Cosmetic items
| Item | Category | Trophy Store? |
|---|---|---|
| Bloons ― All Bloon Skins | ||
| Game & UI ― Profile Banners | ||
| Heroes ― Pets | ||
| Monkeys ― Pets |
Template:BTD6 team store item list by introduced
General changes
- Map search is now also available for co-op lobby map selection
- Map ‘Gizmos’ are now influenced by Challenge Editor 'removable cost rate'
- This includes items such as: Workshop Conveyor Belt / Track Extensions, Dark Dungeons Statue & the Polyphemus Eye mechanic.
- Certain heroes are now unlocked at later levels
- Level 15 heroes: Churchill, Benjamin, Pat Fusty
- Level 25 heroes: Sauda, Ezili, Etienne, Adora
- Level 35 heroes: Psi, Brickell, Geraldo, Corvus
- Added 'cash spent' to the Victory Screen summary
- New advanced hotkey section for PC players
- Cycling upgrades menu in challenges now skips past towers that are banned
Individual stages of Quests can now be replayed without resetting the entire Quest
Balance changes
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
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Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Heroes
Template:BTD6 hero changes/new
Template:BTD6 hero changes/new
Template:BTD6 hero changes/new
Template:BTD6 hero changes/new
Template:BTD6 hero changes/new
Template:BTD6 hero changes/new
| Item | Changes |
|---|---|
| Stack of Old Nails |
|
Template:BTD6 hero changes/new Template:BTD6 hero changes/new
Spells
| Spell | Changes | |||
|---|---|---|---|---|
| Haste |
| |||
| Storm |
| |||
| Recovery / Nourishment |
|
Knowledge
Monkey Knowledge
Now affects Nautic Siege Core (bug fix)
Relic Knowledge
| “ | We’ve included slight tweaks for a few relic knowledge. Many of these relics are having slight number increases as they seem to have low value across all tile types (relics with low usage only on some tile types have not received changes as they still have value in niche cases), Restoration maximum barrier size is being reduced slightly as it too effectively acts as a complete camo counter in many cases while also providing benefits against non-camo Bloons. — Update notes |
” |
Hero Boost: Hero XP multiplier increased ― 15% → 20%
Broken Heart: Bonus damage to Regrow increased ― 1 → 2
Going the Distance: Range bonus increased ― 20% → 30%
Fortified: Bonus damage to fortified increased ― 1 → 2
Restoration: Maximum barrier reduced ― 200 → 150
Release descriptions
App Store / Google Play
| “ | Stupendous Content Update!
• Get your gadgets! Steampunk inspired Geraldo Skin - Gentlemonkey Gadgeteer. • Castle Revenge - Castle is back, and it's moving solidly to join the other Advanced Maps. • Accolades - A new system to share appreciation for player created Maps, Challenges, and Odysseys! |
” |
Video
Notes
- The official update notes claim that Monkey Pirates's Hot Shot DoT damage was also buffed from 2 to 4, but this change was not implemented.
References
External links
Official patch notes on Reddit
Official patch notes on Steam