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Continuing our efforts to make crosspaths meaningful and fit the style of each path more solidly, a number of crosspath and base level balance shifts were made. — Update notes
Engineer is quite poor in terms of crosspathing, so we’ve added crosspath benefits to Cleansing Foam as well as an overall price buff to the middle crosspathing upgrades. We’ve been somewhat unhappy with how Overclock sits in the game for a while and especially how the interaction with tower cost causes levelling heroes naturally to be far advantageous over purchasing upgrades when this is already underused. We have made an attempt to rework these issues by moving it to a tier-based system rather than price. — Update notes
Overclock duration formula has been reworked to apply on a tier by tier basis rather than just lasting for a shorter duration based on the cost of the tower.
Note: Overclock used on T3 duration remains the same at 100% (60s)
Overclock used on T5 duration reduced ― 60s → 30s
Overclock used on T4 duration reduced ― 60s → 45s
Overclock used on T2 duration increased ― 60s → 75s
Overclock used on T1 duration increased ― 60s → 90s
Overclock used on T0 duration increased ― 60s → 105s
Overclock used on Hero duration based on Hero tier : Hero level / 4, e.g. Level 8 is equivalent to T2 duration
Sentry Expert has underperformed for a while, so we’re adding solid crosspathing buffs to all Sentries. We’ve added a pierce & speed boost to Overclock’s base upgrade and lowered the cooldown on Ultraboost to allow the possibility for it to achieve full uptime as a freeplay tower and get its stacks up faster. Finally last update we allowed Bloontrap to be set multiple times per round, and we wanted to stay on the side of caution with a long cooldown, but after seeing it in the wild we are happy to make this cooldown faster. — Update notes
Engineer XXL trap is extremely powerful but too expensive for backline dps and we’d like to see it more viable for frontline engineer builds — Update notes
It has been clear that Sentry Expert needs changes, with Cryo sentries the only ones that really seemed valuable and purposeful, so all of the others have been improved to fit their role. Additionally higher tier sentries will now be able to benefit from the xx2 Pin crosspath, so enjoy some laser pins. Bloon Trap redeployment rate has also been buffed a fair amount. — 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
To add a bit of quality of life solving problems with trap needing to fill once before moving to target location, Bloontraps placed off-track never being able to fill, and maybe even to just add some interesting micro, any Bloontraps will now become expired after a short delay when their Engineer has a new target set. — Update notes
Sentry Expert really needed some logic fixes to get more of the actual correct sentries placed at the right times, it has also received a number of power buffs across the board to the special sentries at T4 complimenting the new logic reworking. Cleansing Foam has had some extra crosspath utility added at the cost of a small price increase and a large decrease to Ultraboost price. — Update notes
Sentry Expert logic has been reworked to evaluate threat levels based on Bloon types that it can counter, Bloon types that counter the sentries that it wants to spawn, and which of the current threats on screen is the greatest. Distribution of sentry types should scale based on how much one Bloon threat is more of a threat than another.
The MOAB offense of top path lacks for a mainly dps tower that is quite complex to use, T3 Sprockets already feels underwhelming so is seeing a buff here carrying up to T4, and the 320 crosspath will now be able to double dip on the Fortified & MOAB damage bonuses that it gains. Cleansing Foam is only seeing a slight tweak to help it be more viable if you want to attempt it as 'main camo detection’, and this mainly fixes some issues in ABR games allowing it to catch quick initial camo spawns. — Update notes
Overclock's considerable longer duration benefit on lower tiers currently serves little purpose and only leads to weirdness in upgrading boosted towers, so for now we’d rather minimize this on the early cases that don’t serve much purpose . — Update notes
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 — Update notes
The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before. — Update notes
Note: 205 decreased from 3.48s to 2.76s attack rate. Effectively 2.8s due to minimum trap delay
Paragon
Resolved an issue where the Paragon’s permanent speed boost per round would not load until the end of the first round played after loading a save (bug fix)
Engineer Paragon should no longer throw sentries into the middle of the map due to techbots (bug fix)
Applying pierce crosspathing to Sentry Champion only granting an abysmal +1 pierce to the explosion while an intended joke at the time still feels a little silly, we’re separating that up to get its own larger increase now. Some extra of a makeup buff for XXXL, while the crosspathing rework itself feels nice it ended up nerfing the high-level micro play of this upgrade far more than intended. — Update notes
No changes here as well, we know some people are still hoping for a redesign in general, but with everything else about paragons uncertain this was not a good time for that. We also want to have another Paragon in the support category dealing a DPS role before we seriously consider taking away the current only dps in that category which is already well balanced with strong competitive use. — Update notes
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Tiers
Changes
Paragon
Has less Boss damage, especially on Elite and at higher Degrees
Cost per power increased ― $25 → $27.625/$32.5/$35.1/$39
Bloontrap now divides the base value of absorbed Bloons between all players when collected, any extra multiplied value is fully granted to the owner of the Bloontrap
Note: Overall buff for co-operative gameplay, a nerf to the Bloon Trap user
While better than many options, base Engineer still takes a lot of available starting cash so the cost is reduced slightly and being moved back up into Cleansing Foam & Bloontrap; also with a reduction to Double Gun’s price to reflect the lower value of the base tower. Sentry placements are slightly changing to improve their reliability, and will now spawn closer to the track depending on how much range the sentry has. Sentry Champion, while strong with them, is lacking without high buff support so we’re trying out an increase to the sentry damage on it. — Update notes
The Ultraboost ability is now starting on cooldown to put a limit on buy’n’resell issues, but this is to ease up on the use per round limit which was causing frustration. We felt the Master Builder's perma-buff-per-round wasn’t valuable enough to make use of building in advance, so we are reducing the base attack speed with increased power in return to more heavily improve the maximum scaled power from this. — Update notes
Now that Ultraboost has an initial cooldown we are again allowing it to be used between rounds. Middle crosspath feels too good for Bloontraps because of the massive quality of life it brings, so we’re pushing the DPS more for top crosspath by allowing Double Gun to also double the projectiles of Sentries. The expensive XXL Trap's cash generation comes in too late given Bloontraps fall off as an income generator in the late game, so we’re reducing the upgrade cost and increasing the cash generation that it brings. — Update notes
This was becoming annoying screen clutter with large numbers of sentries, and feels unnecessary when you can overclock the engineer itself to create more sentries instead. — Update notes
Really only one major change here; a rebalancing to how the 2xx Crosspath applies across various engineer upgrades, and some base stats being changed to accommodate fitting this. — Update notes
We may return to this again later, but for now due to the clear desire for more Paragon synergy options the Engineer Paragon is trading in some of its main attack damage in exchange for a new AoE Overclock ability — Update notes
Description changed ― Creates temporary sentry guns and deploys them nearby. → Creates temporary sentry guns and deploys them close to track anywhere in radius.
Paragon
Nail gun attack: Bonus damage to Bosses reduced ― +500 → +300
Gains the Power Glove ability that can overclock Paragons and all other towers in a small area
Description changed ― Monkey engineering developed to perfection. Creates three Mega Sentries that can build their own sentries. → Monkey engineering developed to perfection. Can Overclock other Paragons, and creates three Mega Sentries that can build their own sentries.
Overclock’s Village range bonus always felt like an odd special case, and now that there is a proper dedicated range bonus ability the combined range this grants for villages ended up being overpowered, after consideration we didn’t want to jump straight to deleting the ultraboost stacking tech here but have lowered the range bonuses from Overclock. — Update notes
Engineer Paragon is no longer balanced due to its new ability, so we’re adjusting its base attack rate and range to bring it a little more back in line — Update notes
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Tiers
Changes
Paragon
Main attack: Attack cooldown increased ― 1s → 1.5s (attack speed reduced by 33.33%)
Range decreased ― 70 → 60
Note: Mega Sentries and Modified Paragon Sentries unchanged (70 and 50)
Engi Paragon is too good across the board since the addition of its Overclock ability, we’re moving the Village Range buff in line with the normal overclock, and nerfing its ability cooldown so that higher degrees are required to keep a high uptime buffing other paragons. Since the AoE overclock is unique to the Engineer Paragon and not aimed at other Paragons that part of the ability is instead being improved on. — Update notes
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Tiers
Changes
Paragon
Power Glove ability: Bonus range given to Monkey Villages decreased ― +25% → +15%
Power Glove ability: Cooldown increased ― 45s → 90s
Power Glove ability: Overclock area of effect radius increased ― 24 units → 30 units
Power Glove ability: Overclock area of effect duration increased ― 15s → 30s
Engineer Paragon's power glove pairs up much too well with some paragons compared to others so we’re trying out a shift to lower cooldown but also lower duration to break this up. — Update notes
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Tiers
Changes
Paragon
Power Glove: Cooldown decreased ― 90s → 60s
Power Glove: Duration for Towers in zone reduced ― 60s → 30s
Power Glove: Duration on Paragons reduced ― 25% → 15%
[While talking about Wizard Paragon changes] Since its addition this synergy has been a problem for Paragon balance, so we’re implementing a special-case to make Overclock less effective on the Wizard Paragon; this allows us to buff that lost power back into the Powerglove Overclock. Since these changes are "magically" linked, we’re mentioning the Engineer buff here too—also to cast Confusion on anyone who skips this section and only reads the Engineer notes!
[...]
Overclock’s duration on level 20 heroes has been excessive; we’re cutting the jank and standardizing to a consistent 30s duration for heroes, with Ultraboost still providing the full 60s. — Update notes
Oh yea we have one more tower balance change. As the Engineer paragon moves to a more supportive role, we are toning down the direct boss damage and attack speed but also lowering the upgrade cost. — Update notes
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Tiers
Changes
Paragon
Paragon cost reduced ― $650,000 → $600,000
Main attack: Bonus damage to Bosses reduced ― +300 → +100
Main attack: Attack cooldown increased ― 1.5s → 2.0s (attack speed reduced by 25%)
Note: Minimum attack cooldown after self-ultraboost unchanged (0.15s)