While we’re happy with Dart Monkey being a more niche or early use tower, too many people were finding Juggernaut itself even further niche or lackluster on first impression. While retaining the overpower power potential we’ve added a beefy impact to each individual target hit, and we’ve tweaked sharpshooter slightly to provide similar power but with more of a speed focus to enable more distinct crosspath choice between speed and pierce. — Update notes
With pierce and range on the base Tack Zone so high that increases weren’t noticeable the middle crosspath was underserved. To balance crosspathing we have reworked the base Tack Zone around lower values then improving them greatly for the crosspaths. — Update notes
Ice Monkey power is currently too bottom heavy and mid-to-higher tiers are neglected, so some tweaks to mid-tier upgrades have been made. — Update notes
Adjustments to top-path upgrades to make each step more noticeable. Very small nerf to the slow amount on MOAB Glue as it has for a long time held a dominating spot in MOAB support, but this same amount has been returned to the previous value at Tier 4. We are still looking at future improvements here, including reworking the priority tree of glue stacks. — Update notes
Small improvements for underloved sniper upgrades with respective path specialties intact. As bottom path sniper has proven superiority for group damage dealing in many situations and middle T4 on the group-damage path has only offered a farming option, the pierce of shrapnel has been doubled at this T4 to add offensive value as well..[sic] — Update notes
This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: Does the flat pierce buffs/nerfs of middle path affect Energizer too? Is it ever 1200 -> 1020 and 1200 -> 1050 with 5-1-0 and 5-2-0?
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As Bloontonium Reactor rarely uses up enough pierce that the pierce crosspath would ever matter, a large chunk of this has been moved into the middle crosspath. — Update notes
Monkey Ace was never intended to be a great starting tower and instead come into power at mid- and high-tier upgrades, but since the base tower feels lacking to new players (and some of us old timers) we decided to rework low tier power into the base tower. In addition to this we are experimenting with adding a small amount of homing to the spectre upgrade as rapid fire missing is not the intended design. — Update notes
As our most recently added tower we are very happy with all the excitement surrounding this beloved monkey tower and the general middleground play position. We’re happy enough with its time in the wild to make some first impression changes here which we hope you’ll continue to enjoy. — Update notes
Despite ranking low overall, Wizard Lord Phoenix has dodged balance changes because of its extremely popular place as a challenge tower. With the rise of other towers in challenges, we’ve decided to start off buffing it based on its own merits in general gameplay. We’ve also added some previously intended minor changes to Prince of Darkness which were held back due to bugs that have now been resolved. — Update notes
Lead to Gold hasn’t been a competitive 3rd tier outside of special game modes and challenges, so we’ve added some more uniqueness by allowing it to truly live up to its description and deal enough damage to instantly ‘convert’ a Lead Bloon, children layers and all, also carrying on some value here in the later game by allowing this bonus to deal extra against DDTs as well. — Update notes
The most recent buff to Superstorm was great fun, but when spending pierce so quickly we wouldn’t see many extra Ball Lightnings. Since many find Superstorm lacking in pierce overall, the ‘extra’ pierce consumptions for hitting larger targets have been reduced to make it more effective and more lightningey. — Update notes
Monkey Bank is just too stonks even without Benjamin. This nerf shouldn’t hurt it too much, but will make it snowball a little bit slower and balance with the other paths better. — Update notes
Lead to Gold hasn’t been a competitive 3rd tier outside of special game modes and challenges, so we’ve added some more uniqueness by allowing it to truly live up to its description and deal enough damage to instantly ‘convert’ a Lead Bloon, children layers and all, also carrying on some value here in the later game by allowing this bonus to deal extra against DDTs as well. — Update notes
This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: Add the intricate changes (it's not what NK says exactly...)
Etienne’s main power through mid-to-endgame intentionally comes from his UCAV, however it still overperforms and needs to be pulled back a bit. — Update notes
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Levels
Changes
10-14
UCAV: duration reduced ― 20s → 18s
15-19
UCAV: duration reduced ― 25s → 20s
Known issues
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'Ghost' MOAB Class Bloons visible briefly during Pat Fusty Big Squeeze ability
Tower UI may break if too many actions are taken during garbage collection
Save integrity of any current Odyssey progress may have issues updating if not already completed