The use of Pre-emptive with power mostly limited to damage only to top-layer leaves it in a small niche that can’t totally function on its own, so we’re slightly improving its ceramic cleanup and lowering the upgrade cost to allow more leeway for combinations to pair with it. — Update notes
Support Chinook struggles to do anything with its main attack due to the projectile spawn offset changing at this tier, so we’re slightly tweaking the main attack to assist it here. — Update notes
We’re looking to shakeup mortar in a couple small ways this update, along with Striker Jones changes noted further on for ‘multi-mortaring’ synergy. From the base level Mortar has far more pierce than should ever be necessary at low rounds but doesn’t hit beefy enough for the low fire rate, so we are trading up some base pierce for damage, instead moving this lost pierce up into crosspath. — Update notes
Much more of the potential power from this path is obtained at the T4 than the x3x, leaving Hydra Rockets as a mediocre save-up, so more price is shifting up from T3 into T4. — Update notes
We set up for this Wall of Fire change quite a while ago, however finally it feels that Wall of Fire has cooled off enough to smooth out the curve a little more, granting it seamless uptime with crosspathing and a lower price tag. — Update notes
Minor strategic balancing for temple builds, as Military is very much intended to be the more range-based sacrifices that are ignorant of vision blockers. — Update notes
Flash Bomb’s long time between bombs, without improvements on the main attack leaves this as quite a bad stepping stone, for now due to this long downtime we want to try increasing the stun duration. — Update notes
Gwen’s early game is just too much, especially far too excessive with the right combinations of knowledge / relic buffs so some of this power is being pushed up more with a makeup buff to cocktail at Lv7 where this has started to fall off by. — Update notes
”
Levels
Changes
3-6
Cocktail of Fire ability pierce reduced ― 40 → 30
7+
Cocktail of Fire ability pierce increased ― 30 → 50
6-8
Base attack burn damage reduced ― 2 → 1
9
Base attack burn damage reduced ― 4 → 2
10+
Lv10+ Base attack burn damage remains +1 per level
We were hopeful to get this in early last year, however it was delayed at the time in favour of other things. Finally though, along with the other Mortar changes in this update it feels like a good time for Jones to learn a new Lv7 QoL ability designed around managing large numbers of mortars more effectively. — Update notes
”
Levels
Changes
7+
Target Focus ability: For 15 seconds all Mortars will follow touch/cursor & have 30% improved accuracy (45s cooldown)
Note: Ninja Kiwi said 30 seconds in the patch notes but in game testing proves this wrong
At the end of the ability duration, mortars snap back to their previous set location
A new target can be set on any Mortar during this ability to break them out early
Adora performs extremely well throughout the hardest rounds without any significant weakness that feel fairly comparable to other top of the line heroes. Due to very high ability uptime there is low strategic requirement to her ability timing much of the time, and a strong highly buffable baseline of power even when abilities are not active. — Update notes
To make things a little clearer for players attempting to be precise with their Paragon Totem farming, the number of totems placed will now be tallied up and listed whenever one is selected. — Update notes
”
Levels
Changes
20
Each Paragon totem placed now displays a buff icon with a stack count that displays how many are placed
5+
Lv5 & Lv15 Sharpening Stones can no longer stack their benefits (bug fix)
7+
Blade Trap can now benefit from Camo granted to Geraldo (bug fix)
Flint Tip Darts should no longer be able to skip its final damage tic (bug fix)
Bigger Bloon Sabotage CT Relic should now correctly reduce MOAB Speed (bug fix)
Paragons
“
For this update we’ve given Paragons their own section due to the large number of changes to this system. Also note, while we have provided the numerical changes do not take any of the raw damage numbers at face value - they will not be entirely equivalent to actual performance changes in gameplay
”
For more details on the Paragon Rework please check out this Reddit post by Ninja Kiwi as it explains most of the changes.
Fixes and changes
Resolved a bug that was benefitting different paragons boss damage by differing amounts
Note: Net nerf for most paragons
Resolved an issue preventing other Paragon damage bonuses (like Ceramic/Camo) from scaling well with degrees
Building any Paragon in a real game now will now unlock that Paragon’s upgrade for use in sandbox
Paragon Cash Slider
Upon purchasing any Paragon upgrade, the confirmation prompt now includes an option to inject extra cash into the transformation.
This scales from $0 up to the max amount of cash that could be spent to max cash contribution, and also displays a combined cost of this plus the base upgrade cost
This contributes to the paragon cash contributed by absorbed towers scaling value at 5% reduced efficiency
Boss Bonus Damage
“
As most paragons were positively benefiting in terms of boss damage, we want to increase the intended Boss Damage multiplier a little more. — Update notes
”
Paragon Boss damage multiplier each 20 degrees increased ― 20% → 25%
Cost per power reduced ― $25 → $6.375/$7.5/$8.1/$9
Base damage reduced ― 20 → 15
Damage to Ceramics increased ― +30 → +75
Base attack cooldown increased ― 0.35s → 0.4s
Resolved an inconsistency with Master Double Cross contributing far more to Paragon Degrees than it should be worth (bug fix)
Note: This inconsistency is a 4th tier 5 tower contributing an extra 10,000 power from the cash contribution resulting in a degree 30 Dart Paragon.This change also affects other Paragons but only in coop.
Has less Boss damage, especially on Elite and at higher Degrees