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Long Range Rangs increases area of Orbitals by +15% ― 30 → 34.5
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Separately, we noticed the Glaive Dominus press knockback’s actual explosion was only dealing a fraction of the damage of any other part on this upgrade, this combined with it pushing targets out of the tower’s radius made it somewhat stally so we juiced up the power of this explosion significantly. — Update notes
Since glue gunners can’t work together as we all want them to and we could not bite that off for this update, for now have decided to do more for the top and middle paths themselves.
Bloon Solver’s single target power feels like it ramps slowly on larger targets, and while it is mainly a grouped cleanup, we decided to give a nudge here with bonuses to large targets to help with higher round falloff. — Update notes
Since glue gunners can’t work together as we all want them to and we could not bite that off for this update, for now have decided to do more for the top and middle paths themselves.
Glue Strike doesn’t seem to hold up to any other option in a similar role, so we’ve doubled down on its support factor with a new role and are hoping for more synergy to emerge there. — Update notes
The logic on a Lead crosspath not being required to give Lead popping to an attack based on something weak against Lead has never sat right, so we’re finally sorting that out and making sub a little angrier. — Update notes
Damage Pulse: Damage type changed ― Normal → Shatter
Note: 4-2-0 and 5-2-0 damage type remains Normal
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Increasing the strength of the basic Ballistic Missile attack on the Pre-Emptive Strike sub, so that it can bring a little more to the table after the initial single hit on each spawn. — Update notes
The MAD has come to stand out far too much in any Boss situation, often feeling like a crutch that must be used due to how perfectly it fits the Boss situation even though it wasn’t appreciated a great deal before that content was added. We’ve tried to pull it back in this situation with lowered damage per hit while making up for some of this lowered damage with increased pierce. — Update notes
Rocket: bonus damage to MOAB-class reduced ― 750 → 550
Rocket: pierce increased ― 8 → 12
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The bottom path Bloon Exclusion Zone on the Dartling has had a lot of talk about damage types, with points raised on the viability here due to the high price. It did recently get a strong buff from the T3 up, but in order to work more into other synergies we have decided to finally do a damage type change here as well, starting from early on in the path. — Update notes
As Wall of Fire still stands out too much for a Tier 2 upgrade, it is seeing a nerf with some power being shifted further up to the T3 instead. In contrast, Fireball continues to underwhelm, so is seeing an initial buff plus a larger buff at T3. — Update notes
While having fun with the new Druid of the Vine changes, we want this new power to scale further with the T5. We are also starting to look at moving some cash farming potential with Jungle’s Bounty to favour Obyn as the ‘Druid Hero’ more than Benjamin who is meant to focus more on Banks - more on that further down in the Obyn section. — Update notes
Mini explosion: Now gains ceramic bonus ― +0 → +10
Mini explosion: Now gains fortified bonus ― +0 → +5
Large explosion: Ceramic bonus removed ― +2 → +0
Large explosion: MOAB bonus removed ― +2 → +0
Large explosion: Fortified bonus increased ― +1 → +250
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While we feel speed interactions for Spike Storm was a necessary evil for performance related concerns, we did not want to kill off self synergy contained local to the tower, so we are trying out an exception to this rule for the 042 crosspath. Additionally, due to the large annoyance in using spike storm in bosses due to the persistent rounds a boss will last for, Spike Storm will now be allowed to carry over one round before being cleaned up. — Update notes
Engineer’s bottom 2 paths have a heavier support focus, so to start them off a bit easier we have shifted some starting cost out and into the non-supportive path. For the sake of further improved crosspath potential, we have also re-envisioned the ‘Larger Service’ crosspath as giving smarter service as well in the form for targeting for Bloontrap & Cleansing Foam — Update notes
Similar to Wall of Fire, Gwendolin’s Cocktail gains too much strength in grouped situations too early on and so this power has been pushed to higher levels. — Update notes
As a ‘druid buffing’ hero, Obyn has in actuality been a bottom path druid buffing hero, so we’ve tweaked a couple extra levels to give more path specific bonuses to other druid paths that weren’t benefiting as much from his wizened presence, regardless of whether your Obyn says “Fries” or “Clive”. Also since we worked out how to do more advanced targeting for the engineer anyway, this has been applied to Wall of Trees too. We considered brambles as well but prefer the early game variety, didn’t want brambles and WoT to appear at the same spot, and didn’t want to overcomplicate with 2 targeted placements, and WoT is clearly the more important. — Update notes
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Levels
Changes
5+
Now grants Druid of the Jungle +20% range
9+
Now grants Druid of the Storm Tornadoes +20% projectile radius
Now grants Druid of the Storm Tornadoes +1 MOAB damage
10+
Wall of Trees: Gains manual targeting option
12+
Now reduces all Magic Monkey ability cooldowns by 5%
Psi’s Psionic Scream often didn’t feel as satisfying if a lot of the blown back targets rolled a minimum distance, so we have upped the minimum distance that it can blow back — Update notes
Gorgon Storm clearly released overtuned for a single knowledge point due to the way it works with large numbers of projectiles applying consecutive stuns. It will still be extremely powerful even after this, but should be harder to achieve an actual permastall on MOABs most of the time. — Update notes
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Gorgon Storm stun duration on MOAB class bloons reduced ― 0.5s → 0.1s