User blog:Qwertyxp2000 the second/Balance change suggestions for Version 25.0

The majority of the balance changes in Version 25.0 are based around reworking damage types. Out of the balances that Ninja Kiwi had done in this version, the change to Bloon Impact was my least favorite in the update. Even the Mauler's less Ceramic damage nerf made sense, but Bloon Impact's removed black damage made little sense and was unnecessary, since other anti-Ceramic options were already more useful anyway, and without a compensatory price reduction it is severely outclassed by Cryo Cannon and Icicles in terms of stopping Super Ceramics and mid-game damage.

Dart Monkey
Super Monkey Fan Club and Plasma Monkey Fan Club play a role in providing large DPS in the form of their abilities. The concept of stalling for cooldowns is a nice way to balance out its DPS levels, although several problems set it back. Two of these changes should improve them overall without making them overpowered. In addition, the main Plasma Monkey Fan Club's main attacks are improved to make it more evident to wisely choose which Dart Monkey becomes the leader.


 * SMFC and PFMC buffs (Variant I)
 * Super Monkey Fan Club and Plasma Monkey Fan Club's range buffs to transformed Dart Monkeys now stack with Dart Monkey's Path 3 range upgrades
 * Range stacking via Path 3 range upgrades currently doesn't work at the moment.
 * Super Monkey Fan Club and Plasma Monkey Fan Club cooldown slightly reduced (50s --> 45s)
 * Plasma Monkey Fan Club main monkey now deals +4 damage and gains +4 pierce on top of current stats, including transformation.
 * While this will give the base PMFC with the equivalent of around two more PMFC members, it at least makes it noticeable enough that choosing the wise Plasma Monkey Fan Club leader would make a large difference, while also slightly buffing base Plasma Monkey Fan Club.
 * Plasma Monkey Fan Club main monkey non-transformed damage type changed from sharp to normal.
 * It might seem small, but it can make a world of a difference sometimes.

Urgency Rating: 5/10

Boomerang Monkey
When it comes to the Boomerang Monkey, the only necessary changes I think are those for benefiting Path 3 crosspathing with Path 1.

While 0-2-5 MOAB Domination sees some use, the 2-0-5 MOAB Domination crosspath is rarely seen, and this can be attributed to its lack of power over the other. Simple pierce and extra blast radius is not quite enough to turn the favor of 2-0-5 MOAB Domination, so all the pierce and blast radius is shifted from Glaives to Improved Rangs, while Glaives provides new effects on top. The new effects balance out the power between each crosspath at their maximum upgrades.
 * Path 3 Tier 3+ with Path 1 crosspaths rework (Variant I)
 * 1-0-5 MOAB Domination now gains +10 pierce and 75 blast radius instead of 50 for the explosion, passing on from Glaives.
 * 2-0-5 MOAB Domination now makes the explosion deal 200 damage instead of 100.

Urgency Rating: 6/10

Bomb Shooter
Bloon Impact cannot fairly compete with Cryo Cannon's similar role at stopping Super Ceramics. Right now, it only has more pierce and a larger blast radius, and it costs over twice as much as a 0-1-3 Cryo Cannon. Plus, 0-1-4 Icicles is enough to counter its own white weaknesses. And with Bloon Impact plagued with a bug that prevents it from receiving black-popping, it is not going to fare well with Striker + Mauler spam strategies, especially with the large Mauler ceramic damage nerf.

If Ninja Kiwi really wanted to keep the Bloon Impact's lack of base black-popping, they should follow it up with a price buff. In this way, it can be of a similar price to Cryo Cannon and still have acceptable Super Ceramic permastopping value. In addition, more pierce and damage, and possibly also increased blast radius, could be further added to give the impression of a "violent" explosion.

It would also be safe to raise the base values of Bomb Shooter's pierce, although the Bigger Bombs pierce gain should be reduced while doing so, so that 1-3-0 Maulers are still not the most dominant crosspath for Maulers, while making Maulers a bit more useful at their intended MOAB-class damage.

Also, for both variants of the Bloon Impact story, all Bomb Shooters gain more base pierce, Bigger Bombs gains less pierce bonus, and Frag Bombs are reworked to gain crosspathing benefits. The reasoning for the base Bomb Shooter pierce reworks is to balance out with base Alchemist's damage and to narrow down the power gap between 1-3-0 Maulers and 0-3-2 Maulers. As for Frag Bombs crosspathing reworks, the reasoning behind it is to make Frag Bombs more useful of a crosspath, most especially because the Path 3 crosspath is very rarely used due to how underpowered the entire path is. The Path 1 Frag Bombs will improve on pierce and power of the frags as damage, and 5-0-2 Crush will be aimed to be a giant scale damage source.

Gains more pierce overall for all upgrades, and now Bloon Impact grants even more pierce. Price is decreased to make it a more competitive option compared to Cryo Cannon or Icicles, especially since Icicles can pop Whites with the icicles but Impact doesn't pop Blacks at all without dependency on Striker.
 * If Bloon Impact retains no Black popping (Variant I)
 * Bloon Impact now pops more bloons (50 --> 75)
 * Bloon Impact blast radius increased (~35 --> ~45, just a little smaller than The Big One)
 * Bloon Impact price decreased ($3600 --> $2400)
 * Bloon Crush pops more bloons increased (50 --> 75)
 * Base Bomb Shooter gains more pierce (14 --> 20)
 * Base Bigger Bombs gains more pierce (20 --> 24)
 * Bigger Bombs crosspathing bonus pierce decreased (+6 --> +4)
 * Base Heavy Bombs gains more pierce (30 --> 34)
 * Really Big Bombs gains more pierce (50 --> 54)

Urgency Rating: 9/10

Gains more pierce overall for all upgrades, and now Bloon Impact grants even more pierce. To further improve its damage for its price, the damage of Bloon Impact is increased by a considerable amount to make it a better mid-game option as well as become more effective in the late-game while still retaining its Black Bloon weakness and Striker dependency for solo bloon combat.
 * If Bloon Impact retains no Black popping (Variant II)
 * Bloon Impact now pops more bloons (50 --> 75)
 * Bloon Impact blast radius increased (~35 --> ~45, just a little smaller than The Big One)
 * Bloon Impact deals more damage (3 --> 4)
 * Bloon Crush pops more bloons increased (50 --> 75)
 * Base Bomb Shooter gains more pierce (14 --> 20)
 * Base Bigger Bombs gains more pierce (20 --> 24)
 * Bigger Bombs crosspathing bonus pierce decreased (+6 --> +4)
 * Base Heavy Bombs gains more pierce (30 --> 34)
 * Really Big Bombs gains more pierce (50 --> 54)

Urgency Rating: 9/10

Slightly more pierce for Bloon Impact while retaining the price, and all Bomb Shooters gain extra pierce overall.
 * If Bloon Impact had a reverted damage type nerf (Variant I)
 * Reverted Bloon Impact damage types nerf
 * Bloon Impact pops more bloons (50 --> 60)
 * Bloon Crush pops more bloons increased (50 --> 75)
 * Base Bomb Shooter gains more pierce (14 --> 20)
 * Base Bigger Bombs gains more pierce (20 --> 24)
 * Bigger Bombs crosspathing bonus pierce decreased (+6 --> +4)
 * Base Heavy Bombs gains more pierce (30 --> 34)
 * Really Big Bombs gains more pierce (50 --> 54)

Urgency Rating: 9/10

Frag Bombs currently have very little interaction with crosspathing except with Upper Path 1. Even then, they are pretty much useless and completely outclassed. In addition to needing interactions when given to Upper Path 2, lower tiers of Path 1 have been given extra interactions. Upper Path 1 with Frag Bombs is more focused on a damage-oriented role, rather than a ranged stun role, since both Impact and Crush stun bloons for a quite long time anyway, more specifically for Crush.
 * Frag Bombs reworks
 * Frag Bombs gain +1 pierce per frag with Bigger Bombs (1 --> 2)
 * Frag Bombs gains shatter type for frags with Heavy Bombs
 * Frag Bombs gains more pierce per frag with Really Big Bombs (2 --> 4)
 * Frag Bombs gains more frags with Really Big Bombs (8 --> 12)
 * Frag Bombs gains more frags with Bloon Impact (8 --> 16)
 * Frag Bombs gains more pierce per frag with Bloon Impact (2 --> 5)
 * Frag Bombs gains more frags with Bloon Crush (8 --> 32)
 * Frag Bombs with MOAB Mauler allow frags to deal +2 damage to MOAB-class bloons and +1 damage to Ceramics per frag
 * Frag Bombs with MOAB Assassin allow frags to deal +5 damage to MOAB-class bloons and +3 damage to Ceramics per frag
 * Frag Bombs with MOAB Eliminator allow frags to deal +25 damage to MOAB-class bloons and +3 damage to Ceramics per frag

Urgency Rating: 9/10

Tack Shooter
Due to how small the Tack Shooter's range is, it sees much less usage on Expert Maps and is sometimes disliked upon by newer players because of this. Like Sauda, Tack Shooter is very placement dependent, but lower level Tack Shooters are quite on the weak side, especially for the early-game. Some buffs have been made to give lower-level Tack Shooters more power with its earlier levels, and shifted a minor portion of attack speed buffs off Path 1 to make Path 1 less of a necessity.

Additionally, like Super Monkey's Super Range, pierce buffs for its Path 1 upgrades are given for all upgrades due to its early-game struggle versus grouped bloons outside of getting Tack Sprayer and Blade Shooter, as well as making more gradual sense especially with the added pierce buff interaction with Ring of Fire and above. And likewise, scaling for Tack Zone with Path 2 has been smoothened for simplicity reasons.

And lastly, Inferno Ring's meteor has been buffed to accept simple crosspathing interactions.

Much of all of these changes are themed around giving Tack Shooter with better stats to compensate its low range, especially for its lower levels and for crosspathing balance.


 * Tack Shooter attack speed reworks + Path 2 pierce reworks (Variant I)
 * Tack Shooter base attack speed increased (1.4s --> 1.25s)
 * Tack Shooter with Faster Shooting attack speed increased (1.05s --> 1.0s)
 * Faster Shooting gains less attack speed bonus (+33% --> +25%)
 * Tack Shooter with Even Faster Shooting attack speed increased (0.63s --> 0.60s). Attack speed bonus remains the same
 * Total attack speed bonus reduced (+122% --> +108%)
 * Tack Sprayer attack speed increased with values overall
 * 0-0-3: 1.05s --> 0.9375s
 * 1-0-3: 0.7875s --> 0.75s
 * 2-0-3: 0.4725s --> 0.45s
 * Overdrive attack speed increased with values overall
 * 0-0-4: 0.35s --> 0.3125s
 * 1-0-4: 0.2625s --> 0.25s
 * 2-0-4: 0.1575s --> 0.15s
 * Tack Zone attack speed increased with values overall
 * 0-0-4: 0.2625s --> 0.2344s
 * 1-0-4: 0.1969s --> 0.1875s
 * 2-0-4: 0.1181s --> 0.1125s

Urgency Rating: 6/10

Tack Zone's crosspathing benefits along Path 2 feel a little too drastic, so the benefits have been smoothed out a little better to make each range upgrade feel less drastic. Urgency Rating: 4/10
 * Tack Zone crosspathing smoothness
 * Tack Zone now grants +12 range for both upgrades instead of granting only +4 range for Long Range Tacks and +16 range on top with Super Range Tacks, for a total of +24 range instead of +20 range for a 0-2-5 Tack Zone.
 * 0-1-5 Tack Zone now increases pierce (4 --> 7). 0-2-5 Tack Zone pierce remains the same.

Urgency Rating: 5/10
 * Long Range Tacks gaining extra pierce as well as for Super Range Tacks
 * All Tack Shooters now gain +1 pierce with Long Range Tacks by default. Also stacks with the existing Super Range Tacks pierce benefit. Does not affect Ring of Fire or Inferno Ring.

While Ring of Fire is a decent option versus normal bloons, it tends to be less favored over options with long range and/or homing. The base attack speed of Ring of Fire is increased slightly to balance its power against the more popular options to become more of a close-ranged grouped bloon counter. Likewise, the range upgrade tends to be the dominant DPS option even after Path 3 received damage buffs, more specifically for Inferno Ring due to the bonus MOAB-class damage per flame attack. To reward well-placed Rings of Fire and Inferno Rings without the added range from Path 2, Path 3 crosspathing now gives slightly more attack speed on top of more damage, which should make a considerable difference to Inferno Ring while applying a smaller buff on the 4-0-2 Ring of Fire. On top of this is a slightly reduced Inferno Ring cost to make it easier to scale with later rounds, and further crosspathing benefits for the Inferno Ring's meteors, which should make a greater difference for either denser rounds or high-target rounds depending on crosspath choice.
 * Ring of Fire and Inferno Ring crosspathing buffs
 * Ring of Fire base attack speed increased (0.54s --> 0.50s). Does not affect Inferno Ring.
 * 4-0-1 Ring of Fire attacks +17.6% faster, or 0.85x attack cooldown
 * 4-0-2 Ring of Fire attacks another +17.6% faster, or 0.85x attack cooldown, on top of the new 4-0-1 for +38.4% more attack speed
 * Inferno Ring costs less ($45,500 --> $44,000)
 * Inferno Ring now gains +5 explosion pierce for the meteor with each Path 2 upgrade.
 * Inferno Ring now gains +50 explosion damage for the meteor with each Path 3 upgrade.

Urgency Rating: 7/10

Ice Monkey
Absolute Zero ability granting Normal type for all Ice Monkeys for the duration of the ability may make the Absolute Zero ability not too overpowered but also useful enough to let both it and other Ice Monkeys deal with bloon weaknesses easier. Would benefit the most in combination with Icicle Impale without Metal Freeze, for instance.
 * Absolute Zero ability's unique Ice Monkey global buffs granting Normal


 * Absolute Zero ability now grants Normal type for all Ice Monkeys for the duration of the ability.

Urgency Rating: 7/10

Glue Gunner
The main issue with Glue Gunners is its lack of single-target damage, due to its nature of relying on status effects. The removal of the Super Glue reapplication of glue can be seen as good or bad depending on how it is used.

Super Glue no longer reapplies glue onto any bloon type, which means it sees worse performance against MOAB-class bloons. Modifying the Super Glue's effects into a more consistent slowdown effect can help, more specifically by increasing the base slow once the initial maximum slowdown/lock is applied.
 * Super Glue
 * Super Glue's maximum slowdown/lock duration increased for all MOAB-class bloons to 6 seconds.
 * Super Glue's base slowdown increased (37.5% --> 75%).

Urgency Rating: 9/10

Bloon Solver's expertise is meant to be designed to counter Ceramics with ease for a relatively low cost, but it should not hurt to add an instant damage upon contact with bloons, which should make it a little more worthy against weaker MOABs.
 * Bloon Solver with an instant damage upon splat
 * Bloon Solver now instantly deals 5 damage to any bloon hit by the splatter, 10 versus Ceramics or 50 versus MOAB-class bloons.

Urgency Rating: 3/10

Sniper Monkey
The Sniper Monkey feels balanced on all but a few crosspathing interactions. The majority of these issues come from its Upper Path 1 upgrades, which feel a little less on par for single-target damage versus burst damage.

Deadly Precision with Shrapnel Shot feels underpowered. This is mostly because the opposite crosspath, 3-0-2, with the greater attack speed clears Ceramics smoothly without producing any offspring, while the 3-2-0 crosspath doesn't clear groups of Ceramics cleanly enough in the mid-game to be worth using over, and can be overwhelmed easily because of this. In addition, the 3-2-0 Deadly Precision's value feels much shadowed beneath that of the 4-2-0 Maim MOAB, which not only stuns blimps but also deals a considerable amount of damage to bloons too. Therefore, 3-2-0 Deadly Precision with even more shrapnel damage should balance out its power over 4-2-0 while not changing 4-2-0's power at all.
 * Deadly Precision shrapnel damage buff


 * 3-2-0 Deadly Precision shrapnel deals more damage (4 --> 6). Does not affect 4-2-0 Maim MOAB.

Urgency Rating: 8/10

Cripple MOAB's 5-2-0 crosspath deals a lot of damage, perhaps even more than the 5-0-2, since its main role is during the late-game where Super Ceramics make the majority of the weaker bloons and MOAB-class bloons are the main enemies of the game. By then, its natural extra Ceramic damage remains useless and MOAB-class bloons have increasing amounts of health per round. While Cripple MOAB is not meant to be a blimp solo, and rather in a more support-oriented role, an increased bullet damage for all bloons including Ceramics should help give more reason for choosing between crosspaths.
 * Cripple MOAB bullet buffs


 * Cripple MOAB bullets deal more damage (80 --> 120)
 * Cripple MOAB bullets now instakill Ceramics regardless of health (+15 --> arbitrary +999,999).

Urgency Rating: 5/10

Monkey Sub
Evaluating Monkey Subs again, the 2-0-2 Airburst Darts crosspath feels dominant in the early-game. Rather than nerfing Airburst Darts again, Advanced Intel has been nerfed in price due to the overwhelming crosspathing choice for upgrading along Path 3. Advanced Intel has been considered the dominant crosspathing option for Path 3 Subs, outcompeting that from Path 2 crosspathing. The way that intel works for Path 3 Subs feels balanced, but a small price nerf is given to Advanced Intel to help players explore other options. The cost of Barbed Darts was also reduced considerably to encourage crosspathing without Path 1 and to compete with the consistency from Twin Gun's bonus attack speed, as well as to apply minimal impact on the rest of Path 2 crosspathing with Path 1.
 * Intel versus Barbed reworks


 * Advanced Intel costs more ($500 --> $600)
 * Barbed Darts costs less ($450 --> $375)

Urgency Rating: 6/10

Monkey Buccaneer
Grape Shot gives the greatest value for the Monkey Buccaneer thanks to the high damage potential. It forms a majority of the Buccaneer's early-game and mid-game value. Several crosspathing changes are made to level out the strength of the grape attacks compared to other crosspathing.

Nerfing Double Shot last update was not very necessary, as it was actually the 2-1-0 Grape Shot crosspath that was overperforming and not alternate crosspathings with Double Shot. The cost of Grape Shot was increased and attack speed slightly decreased to make it less of a necessity and allow players to explore other crosspathing options. On another note, crosspaths without Grape Shot are underperforming versus that with Grape Shot, so the cost for Double Shot has been reverted back to its original amount and Long Range now provides extra pierce, which should buff crosspathing variety for both Grape Shot and Double Shot separately. Favored Trades' dart attacks also gain even more pierce on top to make use of its straightaway attacks and give the Buccaneer a unique defensive role.
 * Reworking towards nerfing Grape Shot but buffing underused crosspathing interactions


 * Double Shot costs less ($550 --> $500)
 * Grape Shot costs more ($550 --> $600)
 * Grape Shot base attack speed decreased (1.3s --> 1.4s)
 * 1-1-0 Grape Shot base attack speed decreased (0.975s --> 1.05s)
 * 3-1-0 Grape Shot attack speed decreased (0.195s --> 0.21s)
 * 0-1-4 Grape Shot attack speed decreased (0.65s --> 0.70s)
 * Long Range now grants +1 pierce to all attacks
 * Hot Shot costs less ($500 --> $450)
 * Favored Trades' dart attack pops more bloons per shot (4 --> 10). Does not affect Grape Shot crosspath.

Urgency Rating: 8/10

Mortar Monkey
The main issues with Mortar Monkey, aside from a lack of automatic targeting, is its Burny Stuff in the absence of Path 2 upgrades, or the Path 3 crosspath of Path 2 Mortars. The Burny Stuff effect is too miniscule damage, and increasing inaccuracy without the Increased Accuracy upgrade is going to make the Mortar Monkey more annoying to use. Instead, a different approach should be taken to improve both the napalm and the accuracy.

Burny Stuff without Path 2 or the Burny Stuff crosspath in conjunction with Path 2 feels weak. Interacting more deeply with crosspathing should improve Burny Stuff in all levels, especially with higher level upgrades and with Bloon Buster.
 * Burny Stuff damage rework

To be specific with Path 1's issues with Burny Stuff, there are two major problems with Burny Stuff: the rate of deploying the explosions are too slow compared to the Path 2 crosspath, and that the lack of application of the status effect with the secondary explosions makes those burst attacks harmful for the Burny Stuff crosspath. Letting the secondary explosions apply Burny Stuff too should fix the issue with problematic burst attacks. Increasing burny damage overall will also improve its damage potential overall while relying less on micromanagement to make use of the extra damage potential. Along with this, even more burn is applied for The Big One due to how it isn't so effective against dense Ceramic rounds; this change should deal between 17 to 18 damage in total using one hit depending on where the secondary explosion lands, and therefore does not need to rely on hitting twice to put an impact on Ceramics. As for The Biggest One, this is to make 5-0-2 The Biggest One into a more independent DPS option, sort of like a mix between itself and The Bloon Solver.

For Heavy Shells and above, the Burny Stuff to specialized types is added with similar reasoning for the higher levels of Path 1, the core being that the burn damage scales with their round specialties.


 * 2-0-2 Burny Stuff now burns bloons at a faster rate (every 1.5s for 3.0s --> every 1.0s for 3.0s), for 3 ticks at max instead of 2. Increased tick rate also affects later upgrades.
 * 4-0-2 Burny Stuff now deals more burn damage (3 --> 4). Total damage from fire increases from 6 to 12.
 * 5-0-2 Burny Stuff now deals more burn damage (20 --> 25). Total damage from fire increases from 40 to 75.
 * 0-3-2 Burny Stuff now deals +2 damage to Ceramics, MOAB-class, Leads, Fortified, and stunned bloons. In the case where there is mix of the five criteria, each one after the first met criterion deals +1 on top. Also applies for 0-4-2.
 * 0-5-2 Burny Stuff now deals +10 damage to Ceramics, MOAB-class, Leads, Fortified, and stunned bloons. In the case where there is mix of the five criteria, each one after the first met criterion deals +5 on top, for up to 31 damage per tick with a Fortified DDT.
 * 0-5-2 Pop and Awe ability now applies Burny Stuff all bloons on screen, including Camo, every 1 second including the initial activation.

Urgency Rating: 9/10

Dartling Gunner
The main issues for Dartling Gunner's weaker upgrades are its crosspathing dependency on Faster Barrel Spin for the higher level upgrades and the weaknesses of Buckshot with its massive attack speed penalty. The best solution would be to reduce the effect of Faster Barrel Spin for Tier 3+ upgrades.

The dependency of Faster Barrel Spin's bonus attack speed for higher tiers means that their alternate crosspaths are highly neglected among experienced players. To fix this while not touching the Dartling Gunner's lower tiers, the base attack speed of Laser Cannon and Buckshot are both increased while the Faster Barrel Spin attack speed benefits for those higher-level upgrades are decreased. Hydra Rocket Pods will remain untouched by these changes.
 * Faster Barrel Spin benefit reduction for Tier 3+ while increasing base attack speed of Tier 3+


 * 3-0-x and 3-1-0 Laser Cannon attack speed increased (0.20s --> 0.15s). Also affects Plasma Accelerator and Ray of Doom.
 * x-0-3 and 0-1-3 Buckshot attack speed increased (1.8s --> 1.5s). Also carries on with later upgrades (0.45s --> 0.375s for x-0-4 and 0-1-4, 0.3s --> 0.25s for x-0-5 and 0-1-5).
 * Faster Barrel Spin attack speed bonuses for Laser Cannon and Buckshot decreased (+50% --> +25%; 0.66x --> 0.80x)
 * 3-2-0 Laser Cannon and above attack speed increased (0.133s --> 0.12s)
 * Attack speed for 0-2-3 Buckshot and its following upgrades remains the same, at 1.2s, 0.3s, and 0.2s respectively.

Urgency Rating: 8/10

Buckshots without going for its further upgrades feels underused, especially in comparison to its more powerful mid-game options especially its other Tier 3 upgrades. To make placement of multiple Buckshots seem more worthy in certain situations, its buckshot projectiles have been given the option to rebound against walls to take advantage of maps with high numbers of obstacles. In addition, buckshot projectiles have been given even more pierce, because its high damage bursts often become wasted on weaker bloons after making heavy damage to Ceramics. These buffs should make a very small difference to its higher upgrades while encouraging the potential for the Dartling Gunner to take advantage of walls rather than needing to evading them completely.
 * Buckshot spam as a special niche potential


 * Buckshot projectiles can now bounce off walls
 * Buckshot pierce increased (4 --> 6)

Urgency Rating: 7/10

Buckshots are rarely seen on their own and often are seen in their upgraded forms. The cost for Buckshot has been further decreased, while Bloon Area Denial System is given a minuscule price increase to discourage exclusive dominance of this upgrade over multiple Buckshots. Lastly, Bloon Exclusion Zone didn't need to be involved in these changes, so it has been given a small price reduction to offset those changes.
 * Path 3 Tier 3+ price adjustments


 * Buckshot cost decreased ($3400 --> $3300)
 * Bloon Area Denial System cost increased ($12,000 --> $12,500)
 * Bloon Exclusion Zone cost decreased ($58,000 --> $57,500)

Urgency Rating: 5/10

Banana Farm
Balancing among the Tier 3 upgrades feels a bit unbalanced overall. Most of these changes is to adjust the value of the non-Bank upgrades into their own unique roles in income generation.

Plantations cost more than Marketplaces and currently do not make more money overall than either alternate Tier 3 option for its cost. Marketplace has been reworked into a cheaper but less income-producing option to make it easier to spam multiple of them on the map. Plantation also produces very slightly more bananas to make up for its lower income efficiency compared to multiple base Farms, as well as make it more distinct in its large-scale production compared to other Tier 3 Farms.
 * Plantation versus Marketplace


 * Banana Plantation produces more bananas per round (16 --> 18; $320 --> $360 when all picked up)
 * , so a 3-2-0 Plantation is actually very slightly more efficient than multiple 1-0-0 Farms.
 * Marketplace costs less ($2900 --> $2000)
 * Marketplace produces less income overall, adjusting the amounts of bananas and their values (16x $20 = $320 --> 8x $30 = $240). Does not affect Central Market and above.
 * . Reduced efficiency, slightly less than base Farm.
 * Marketplace now produces one extra banana per Path 1 upgrade instead of two. Does not affect Central Market and above.
 * The new 2-0-3 efficiency is very slightly less than the new 0-0-3 (0.5833333 difference), while the new 1-0-3 sits between (0.1388889 difference).

Monkey Wall Street possesses tremendous space efficiency, but compared to other income options it doesn't have enough value compared to multiple of alternative options. To make up for this, and to make it stand out a bit more as a Tier 5 at solo income generation, its end-of-round cash has been boosted a fair amount.
 * Monkey Wall Street greater value


 * Monkey Wall Street end-of-round cash value increased ($4000 --> $5000)
 * The new 2-0-5 Monkey Wall Street (using the equation  to calculate this) now pays off in 12.46875 rounds instead of 14.944, which outweighs that of Banana Research Facilities.

Spike Factory
The base Spike Factory's price was increased to compensate a significant attack speed buff, and also make it less overpowered to add more base Spike Factories over upgrading existing Spike Factories. However, Path 2 still feels like the dominant crosspath for all Spike Factories, especially for Spiked Balls and above. To reduce overdependency of the Path 2 upgrades, the cost for the first two attack speed upgrades are decreased but the bonus attack speed for the addition of both upgrades is also slightly decreased. Spiked Balls cost was also increased because it did not need to benefit from the Path 2 price changes. On top of this, Smart Spikes costs less to make Path 3 crosspathing less expensive compared to their more dominant crosspath counterparts, and Permaspike's base attack speed is improved again to counteract the Path 2 reworks and bring the stockpile value of the old 0-2-5 and new 2-0-5 a little closer together.
 * Path 2 price decreases and lower effect (Variant I)
 * Faster Production cost decreased ($600 --> $500)
 * Even Faster Production cost decreased ($800 --> $750)
 * Faster Production attack speed bonus increased (0.80x --> 0.77x), and total attack speed increased (1.4s --> 1.3475s)
 * Even Faster Production attack speed bonus decreased (0.70x --> 0.77x), and total attack speed decreased (0.98s --> 1.037575s)
 * Spiked Balls cost increased ($2300 --> $2400)
 * Smart Spikes cost decreased ($400 --> $300)
 * Perma-Spike base attack speed increased (4.85s --> 4.60s)
 * 0-1-5: 3.88s --> 3.542s
 * 0-2-5: 2.716s --> 2.727s

Urgency Rating: 7/10

To be continued?
Yes, I will be updating this section as I think of more ideas for balance changes.