User blog:MasterKnight/Balance improvement suggestions of my own

I thought I would go ahead and make a list of my own at the very least to get it out of my system. Note that I don't cover every tower type or Hero, but I do cover plenty. If anybody has questions, please fire away. Also don't mind me being a bit...less impersonal with some notes that I provide.

So without further ado:

Dart Monkey

 * M3 (Triple Shot) Range 32 -> 36
 * M4 (Super Monkey Fan Club) Range 32 -> 40
 * M4 (Super Monkey Fan Club) fires 2 additional projectiles per attack at double the angle offset of the M3 Dart's side projectiles when not under activation
 * M4 (Super Monkey Fan Club) Activation - affected Dart Monkey's Range min(40,Dart Monkey's passive Range) -> Dart Monkey's passive Range + 4
 * This would be a minimal Range of 36, a conditional nerf but it would make Range improvements from the likes of the B1 and B2 upgrades more usable from not being partially nullified by the Flooring
 * M5 (Plasma Monkey Fan Club) Range 32 -> 44
 * M5 (Plasma Monkey Fan Club) fires 2 additional projectiles per attack at triple the angle of the M3 Dart's side projectiles when not under activation
 * M5 (Plasma Monkey Fan Club) Damage Type Sharp -> Normal (Activation would still change Damage Type of affected Dart Monkeys to Plasma)
 * M5 (Plasma Monkey Fan Club) Activation - affected Dart Monkey's Range min(40,Dart Monkey's passive Range) -> Dart Monkey's passive Range + 12
 * This would be a minimal Range of 44, an unconditional buff
 * B5 (Crossbow Master) Base Damage 6 -> 7 (Crit Damage remains the same at 50; intended to reduce influence of bad luck with Crit frequency)

Cannon
Plenty of suggestions to thank qwertyxp2000 for here, although Cluster Bombs/Recursive Cluster Damage Type would definitely go without saying anyway.


 * T2 (Heavy Bombs) Crosspath Benefit: B2 (Frag bombs) frags Damage Type Sharp -> Shatter (thanks qwertyxp2000)
 * T2 (Heavy Bombs) Crosspath Benefit: B2 (Frag Bombs) frags Damage 1 -> 2
 * T4 (Bloon Impact) provides 0.5s duration Stun to hit blimps (T5 (Bloon Crush) Stun to blimps stays the same at 2s)
 * T4 (Bloon Impact) Crosspath Benefit: B2 (Frag Bombs) frags Damage Type Sharp -> Normal (thanks qwertyxp2000)
 * T4 (Bloon Impact) Crosspath Benefit: B2 (Frag Bombs) frags Damage 2 -> 3
 * T5 (Bloon Crush) Crosspath Benefit: B2 (Frag Bombs) frags Damage 12 -> 15
 * M3 (MOAB Mauler) MOAB Bonus Damage +18 -> +15 (M4 (MOAB Assassin) would still the bonus damage at net +30)
 * M3 (MOAB Mauler) Crosspath Benefit: T2 (Heavy Bombs) MOAB Bonus Damage +18 -> +25
 * M3 (MOAB Mauler) Crosspath Benefit: T2 (Heavy Bombs) Ceramic Bonus Damage +1 -> +2
 * M3 (MOAB Mauler) Crosspath Benefit: B2 (Frag Bombs) Frag MOAB Bonus Damage 0 -> +4
 * M4 (MOAB Assassin) Crosspath Benefit: T2 (Heavy Bombs) MOAB Bonus Damage +30 -> +50
 * M4 (MOAB Assassin) Crosspath Benefit: T2 (Heavy Bombs) Ceramic Bonus Damage +4 -> +8 (would also apply for M5 (MOAB Eliminator)
 * M4 (MOAB Assassin) Crosspath Benefit: B2 (Frag Bombs) Frag MOAB Bonus Damage 0 -> +8
 * M5 (MOAB Eliminator) Crosspath Benefit: T2 (Heavy Bombs) MOAB Bonus Damage +99 -> +125
 * M5 (MOAB Eliminator) Crosspath Benefit: B2 (Frag Bombs) Frag MOAB Bonus Damage 0 -> +40
 * B2 (Frag Bombs) Damage actually affected by damage buffs
 * B3 (Cluster Bombs) and B4 (Recursive Cluster) Damage Type Normal -> Explosion (B5 (Bomb Blitz) retains Damage Type Normal) (I'm already in agreement, qwertyxp2000)
 * B5 (Bomb Blitz) Crosspath Benefit: T2 (Heavy Bombs) Damage increase +1 -> +2 for all attacks
 * B5 (Bomb Blitz) Crosspath Benefit: T2 (Heavy Bombs) Ceramic Bonus Damage set to +3 (net value of 10 Damage VS Ceramics)

Tack Shooter

 * Base Attack Time 1.4s -> 1.2s
 * T1 (Faster Shooting) Attack Time Modifier 75% -> 80%
 * Overall Attack Time result: 1.05s -> 0.96s
 * T2 (Even Faster Shooting) Attack Time Modifier 60% -> 62.5%
 * Overall Attack Time result: 0.63s -> 0.6s
 * T4 (Ring of Fire) Attack Time Modifier 85% -> 90% (would not affect T5 (Inferno Ring) of course)
 * Overall Attack Time result 0.5355s -> 0.54s (rather miniscule, actually)
 * M3 (Blade Shooter) Attack Time Modifier 85% -> 90%
 * Overall Attack Time result: 1.19s -> 1.08s
 * B3 (Tack Sprayer) Attack Time Modifier 75% -> 80% (also contributes to further upgrades)
 * Overall Attack Time result without T1/T2 upgrades: 1.05s -> 0.96s
 * Overall Attack Time result with T2 upgrade: 0.4725s -> 0.48s

Ice Monkey

 * Base basic attack Pierce 40 -> 30
 * T2 (Cold Snap) basic attack Pierce remains at 40 (+10 Pierce bonus would also apply to Cryo Cannon)
 * M3 (Arctic Wind) basic attack Base Pierce remains at 100
 * Base basic attack Frozen status can't be (re-)applied to Frozen Bloons even if able to hit them; can't be circumvented by external buffs such as MIB or Acidic Mixture Dip
 * See below suggestion with M2 (Deep Freeze) for details
 * T3 (Ice Shards) Crosspath Benefit: B1 (Larger Radius) basic attack Pierce 40 -> 50
 * T3 (Ice Shards) Crosspath Benefit: B2 (Re-Freeze) basic attack Pierce 40 -> 60
 * M1 (Enhanced Freeze) Cost $225 -> $150
 * M1 (Enhanced Freeze) basic attack Freeze Duration 2.2s -> 2.0s
 * M2 (Deep Freeze) Cost $350 -> $400
 * Overall Price $1075 -> $1050
 * M2 (Deep Freeze) basic attack now (re-)applies Frozen status to Frozen Bloons if able to hit them
 * Needing this would particularly prevent pseudo-infinites by M1/B2 against non-Whites/Leads/blimps; also affects B3 (Cryo Cannon) but not heavily
 * M2 (Deep Freeze) basic attack Attack Time Modifier 100% -> 80% (net value of 75% -> 60%)
 * M2 (Deep Freeze) basic attack Freeze Duration 2.2s -> 2.4s
 * M3 (Arctic Wind) Crosspath Benefit: T2 (Cold Snap) basic attack Pierce 100 -> 150
 * M5 (Absolute Zero) Crosspath Benefit: T2 (Cold Snap) basic attack Pierce 300 -> 400
 * B1 (Larger Radius) Cost $175 -> $150
 * B2 (Re-Freeze) Cost $225 -> $400
 * Overall Price $900 -> $1050
 * Non-White/Lead/blimp pseudo-infinite ability requirement $1025 -> $1600
 * B2 (Re-Freeze) Range +7 -> +10
 * B3 (Cryo Cannon) would still retain its 46 Range overall
 * B3 (Cryo Cannon) Cost $1950 -> $1750
 * Overall Price $2850 -> $2800
 * B3 (Cryo Cannon) basic attack Pierce 30 -> 20
 * B4 (Icicles) and Crosspath B3/T2 basic attack Pierce remains at 30
 * B4 (Icicles) Blimp Targeting changed to valid but can only Damage or apply Permafrost status where applicable
 * B4 (Icicles) Damage 2 -> 3
 * B4 (Icicles) Crosspath Benefit: T2 (Cold Snap) basic attack Pierce 30 -> 40
 * B5 (Icicle Impale) MOAB Bonus Damage +48 -> +47
 * MOAB Overall Damage remains at 50 as a direct result

Glue Gunner

 * Base Attack Hitbox Size increased by 10% (rough estimate, but seriously, missing up close at all is bogus)
 * T3 (Bloon Dissolver) Crosspath Benefit: B2 (Stronger Glue) provides +1 Ceramic and MOAB Bonus Damage (also applies for T4 (Bloon Liquefier))
 * T5 (The Bloon Solver) Crosspath Benefit: M2 (Glue Splatter) Pierce 10 -> 15
 * T5 (The Bloon Solver) Crosspath Benefit: B2 (Stronger Glue) provides +1 Base Damage
 * T5 (The Bloon Solver) Crosspath Benefit: B2 (Stronger Glue) Ceramic/MOAB Bonus Damage +3 -> +4
 * M4 (Glue Strike) and M5 (Glue Storm) able to hit blimps with activation abilities even without T2 (Corrosive Glue) but with quartered duration without the Crosspath benefit
 * Net values of 2.75s duration with Glue Strike; and 5.5s duration with Glue Storm
 * M4 (Glue Strike) and M5 (Glue Storm) Crosspath Benefit: T2 (Corrosive Glue) duration penalty on blimps reduced to 25%
 * B1 (Stickier Glue) Glue Duration 24s -> 20s (B2 (Stronger Glue) stays the same at 24s)
 * B3 (MOAB Glue) Crosspath Benefit: T2 (Corrosive Glue) halves duration penalty on blimps (reducing it to 25%)
 * B4 (Relentless Glue) Glue Base Level 7 -> 6
 * B4 (Relentless Glue) halves base duration penalty on blimps (again reducing it to 25%)
 * B4 (Relentless Glue) Crosspath Benefit: T2 (Corrosive Glue) nullifies duration penalty on blimps
 * B4 (Relentless Glue) Crosspath Benefit: T2 (Corrosive Glue) Glue Level 2 -> 3
 * B5 (Super Glue) Crosspath Benefit: T2 (Corrosive Glue) doubles Extra Slow duration
 * B5 (Super Glue) Crosspath Benefit: T2 (Corrosive Glue) Application Hit MOAB Damage 50 -> 100
 * B5 (Super Glue) Crosspath Benefit: T2 (Corrosive Glue) Glue MOAB Damage +0 -> +1

Sniper

 * T1 (Full Metal Jacket) Crosspath Benefit: M1 (Night Vision Goggles) Bullet Camo Bonus Damage +2 -> +3
 * T2 (Large Calibre) Crosspath Benefit: M1 (Night Vision Goggles) Bullet Camo Bonus Damage +2 -> +5
 * T2 (Large Calibre) Crosspath Benefit: M2 (Shrapnel Shot) Shrapnel Camo Bonus Damage 0 -> +2
 * T3 (Deadly Precision) Crosspath Benefit: M1 (Night Vision Goggles) Bullet Camo Bonus Damage +2 -> +12
 * T3 (Deadly Precision) Crosspath Benefit: M2 (Shrapnel Shot) Shrapnel Camo Bonus Damage 0 -> +3
 * T4 (Maim MOAB) Crosspath Benefit: M1 (Night Vision Goggles) Bullet Camo Bonus Damage +2 -> +15
 * T4 (Maim MOAB) Crosspath Benefit: M2 (Shrapnel Shot) Shrapnel Camo Bonus Damage 0 -> +4
 * T5 (Cripple MOAB) Crosspath Benefit: M1 (Night Vision Goggles) Bullet Camo Bonus Damage +2 -> +20
 * T5 (Cripple MOAB) Crosspath Benefit: M2 (Shrapnel Shot) Shrapnel Camo Bonus Damage 0 -> +6
 * M2 (Shrapnel Shot) Shrapnel Camo Bonus Damage 0 -> +1
 * B4 (Full Auto Rifle) Damage Type Sharp -> Shatter

Submarine

 * T3 (Submerge and Support) Crosspath Benefit: M2 (Heat-Tipped Darts) Dart gets Camo Bonus Damage +1
 * T4 (Bloontonium Reactor) Radioactive Damage Type Normal -> Shatter
 * T4 (Bloontonium Reactor) Crosspath Benefit: M2 (Heat-Tipped Darts) sets Radioactive Damage Type to Normal
 * T4 (Bloontonium Reactor) Crosspath Benefit: M2 (Heat-Tipped Darts) provides Radioactive with Ceramic Bonus Damage +1
 * M2 (Heat-Tipped Darts) regular Dart +1 Damage (will not apply to Airburst's Subdarts)
 * M2 (Heat-Tipped Darts) Dart (including Airbirst's Subdarts) gets Ceramic Bonus Damage +1
 * M2 (Heat-Tipped Darts) Cost $300 -> $500
 * M3 (Ballistic Missile) Cost $1400 -> $1200
 * B4 (Armor Piercing Darts) Crosspath Benefit: M2 (Heat-Tipped Darts) Subdart Pierce 8 -> 12
 * B5 (Sub Commander) Pierce boost to ally Subs' Dart/Airburst attacks +5 -> +3
 * B5 (Sub Commander) Damage boosts only applying on M2 Crosspath
 * B5 (Sub Commander) own Dart/Airburst Attacks naturally has doubled Damage
 * B5 (Sub Commander) Crosspath Benefit: T2 (Advanced Intel) provides Sub Commander with own innate Camo (but won't provide innate Camo for other Subs)

Ace

 * T3 (Fighter Plane) and T4 (Operation: Dart Storm) Crosspath Benefit: M2 (Spy Plane) Missile Camo Bonus Damage +6
 * T3 (Fighter Plane) Crosspath Benefit: B2 (Centered Path) Missile Attack Time Modifier 100% -> 80%
 * T5 (Sky Shredder) Crosspath Benefit: M2 (Spy Plane) Dart Camo Bonus Damage +2 (override below innate M2 buff suggestion)
 * T5 (Sky Shredder) Crosspath Benefit: M2 (Spy Plane) Missile Camo Bonus Damage +50
 * M1 (Pineapple Present) Crosspath Benefit: B2 (Centered Path) Pineapple Pierce 32 -> 40
 * M2 (Spy Plane) Dart Camo Damage +1
 * M3 (Bomber Ace) Bombing Run Trigger Detection Range increased by 25% (rough estimate, but something to make it more reasonable to bomb the path)
 * M3 (Bomber Ace) Crosspath Benefit: T2 (Lots More Darts) Bomb Count Per Pass 4 -> 5
 * M3 (Bomber Ace) Crosspath Benefit: B2 (Centered Path) Bomb Pierce 32 -> 40
 * B3 (Neva-Miss Targeting) Crosspath Benefit: M2 (Spy Plane) Dart Homing multiplied by 1.25
 * B4 (Spectre) and B5 (Flying Fortress) Crosspath Benefit: M2 (Spy Plane) Dart/Bomb Homing multiplied by 1.5

Dartling

 * T3 (Laser Cannon) Crosspath Benefit: B2 (Powerful Darts) Pierce 6 -> 12
 * T4 (Plasma Accelerator) Crosspath Benefit: B2 (Powerful Darts) Pierce 75 -> 125
 * T5 (Ray of Doom) Crosspath Benefit: B2 (Powerful Darts) provides Ceramic Bonus Damage +25
 * M5 (M.A.D.) Crosspath Benefit: T2 (Laser Shock) Attack Time Modifier 100% -> 80%
 * M5 (M.A.D.) Crosspath Benefit: B2 (Powerful Darts) Pierce 10 -> 12
 * B3 (Buckshot) Damage Type Sharp -> Shatter
 * B3 (Buckshot) Crosspath Benefit: T2 (Laser Shock) Damage Type Sharp -> Normal
 * B3 (Buckshot) Crosspath Benefit: T2 (Laser Shock) Shock Status allows the +1 damage per hit trait to be done by ANY tower

Mage

 * T1 (Guided Magic) Range 40 -> 44
 * T2 (Arcane Blast) Range 40 -> 48
 * Arcane Mastery would still have 60 Range
 * T2 (Arcane Blast) Crosspath Benefit: M1 (Fireball) Fireball both hits Damage 1 -> 2
 * T2 (Arcane Blast) Crosspath Benefit: B2 (Monkey Sense) all possible attacks Camo Bonus Damage 0 -> +1
 * T3 (Arcane Mastery) Crosspath Benefit: B2 (Monkey Sense) all possible attacks Camo Bonus Damage 0 -> +2
 * T4 (Arcane Spike) Crosspath Benefit: M1 (Fireball) Fireball Attack Time Modifier 100% -> 80%
 * T4 (Arcane Spike) Crosspath Benefit: B2 (Monkey Sense) all possible attacks Camo Bonus Damage 0 -> +3
 * T5 (Archmage) Crosspath Benefit: M1 (Fireball) Fireball Attack Time Modifier 100% -> 75% (net result of 60%)
 * T5 (Archmage) Crosspath Benefit: M2 (Wall of Fire) Wall of Fire Attack Time Modifier 100% -> 80%
 * T5 (Archmage) Crosspath Benefit: B2 (Monkey Sense) all possible attacks Camo Bonus Damage 0 -> +4
 * M1 (Fireball) Crosspath Benefit: B1 (Intense Magic) Fireball Pierce 15 -> 18
 * M1 (Fireball) Crosspath Benefit: B2 (Monkey Sense) Fireball Pierce 15 -> 20
 * M1 (Fireball) Cost $300 -> $200
 * M2 (Wall of Fire) Crosspath Benefit: B1 (Intense Magic) Wall of Fire Pierce 15 -> 18 (would not affect B2 (Monkey Sense))
 * M2 (Wall of Fire) Cost $900 -> $1000
 * Overall the same cost merely involving a price shift
 * M3 (Dragon's Breath) Crosspath Benefit: B1 (Intense Magic) Flame Pierce 6 -> 5 (would not affect B2 (Monkey Sense))
 * M4 (Summon Phoenix) activation Phoenix/M5 (Wizard Lord Phoenix) passive Phoenix loses Camo detection
 * M5 (Wizard Lord Phoenix) activation Phoenix would still have Camo detection
 * M5 (Wizard Lord Phoenix) Crosspath Benefit: T2 (Arcane Blast) Fireball Initial Hit Damage 1 -> 10
 * M5 (Wizard Lord Phoenix) Crosspath Benefit: T2 (Arcane Blast) Fireball Explosion Damage 27 -> 30
 * M5 (Wizard Lord Phoenix) Crosspath Benefit: T2 (Arcane Blast) Flame Damage 6 -> 8
 * B1 (Intense Magic) Cost $300 -> $200
 * B2 (Monkey Sense) Cost $300 -> $400
 * Same overall cost again
 * B2 (Monkey Sense) Bolt Pierce 8 -> 10
 * B4 (Necromancer) Crosspath Benefit: T1 (Guiding Magic) has Zombloons spawn ahead of Target in Necromancer's range where feasible, going no further than the original back point
 * Umm...work out the kinks in this idea, okay?
 * B5 (Prince of Darkness) Range 80 -> 72
 * Prince of Darkness would still have the original Range of 80 with T2 (Arcane Blast)

Ninja

 * M2 (Counter-Espionage) Distraction Minimum Sendback 10 units -> 100 units
 * M3 (Shinobi Tactics) Distraction Chance 15% -> 20%
 * M3 (Shinobi Tactics) Cost $900 -> $1200
 * M4 (Bloon Sabotage) Distraction Chance 15% -> 25%
 * M5 (Grand Saboteur) Distraction Chance 15% -> 50%
 * B2 (Caltrops) Crosspath Benefit: M1 (Distraction) Distraction Effect given chance of application by Caltrops
 * B3 (Flash Bombs) Crosspath Benefit: M1 (Distraction) Distraction Effect given chance of application by Flash Bombs and negating the stun when it happens

Alchemist

 * B1 (Faster Throwing) and B2 (Acid Pool) swapped around including any crosspath benefits
 * Seriously, WHO uses Acid Pool when Alchemist already leaks against Round 1 of all things? That said, below suggestions will be made with this in mind.
 * T2 (Acidic Mixture Dip) Acid Dip Buff Fortified Lead Bonus Damage +1 -> 0
 * T2 (Acidic Mixture Dip) Acid Dip Buff Shot Count 10 -> 5
 * T2 (Acidic Mixture Dip) Crosspath Benefit: M2 (Perishing Potions) Acid Dip Buff Shot Count 13 -> 8
 * T3 (Berserker Brew) Berserk Buff Shot Count 25 -> 15
 * T3 (Berserker Brew) Berserk Buff Duration 5s -> 4s (M2 (Perishing Potions) crosspath benefit to duration remains at 6s)
 * T3 (Berserker Brew) Berserk Buff Reapplication Cooldown 5s -> 4s (would also apply to T4 (Stronger Stimulant))
 * T3 (Berserker Brew) Berserk Buff Pierce Increase +2 -> +1
 * T3 (Berserker Brew) Crosspath Benefit: M2 (Perishing Potions) Berserk Buff Shot Count 40 -> 30
 * T3 (Berserker Brew) Crosspath Benefit: M2 (Perishing Potions) Berserk Buff Reapplication Cooldown 4s -> 1s (would also apply to T4 (Stronger Stimulant))
 * T3 (Berserker Brew) Crosspath Benefit: M2 (Perishing Potions) Berserk Buff Pierce Increase +2 -> +3
 * T3 (Berserker Brew) Crosspath Benefit: B2 (Faster Throwing) Berserk Buff Attack Time Modifier 90% -> 80%
 * T4 (Stronger Stimulant) Berserk Buff Shot Count 40 -> 30
 * T4 (Stronger Stimulant) Berserk Buff Duration 12s -> 10s
 * T4 (Stronger Stimulant) Berserk Buff Pierce Increase +3 -> +2
 * T4 (Stronger Stimulant) Crosspath Benefit: M2 (Perishing Potions) Berserk Buff Shot Count 55 -> 50
 * T4 (Stronger Stimulant) Crosspath Benefit: M2 (Perishing Potions) Berserk Buff Duration 13s -> 15s
 * T4 (Stronger Stimulant) Crosspath Benefit: M2 (Perishing Potions) Berserk Buff Pierce Increase +3 -> +5 (also applies to T5 (Permabrew) buff)
 * T4 (Stronger Stimulant) Crosspath Benefit: B2 (Faster Throwing) Berserk Buff Attack Time Modifier 85% -> 75% (also applies to T5 (Permabrew) buff)
 * M3 (Unstable Concoction) Crosspath Benefit: T1 (Larger Potions) Unstable Potion Attack Pierce 3 -> 8
 * M3 (Unstable Concoction) Crosspath Benefit: T2 (Acidic Mixture Dip) Unstable Potion Attack MOAB Pierce Use 2 -> 1
 * M4 (Transforming Tonic) Camo detection (applies for the Monster(s) too)
 * I would be willing to hear better ideas with this

Spike Factory

 * T2 (White Hot Spikes) Lead Bonus Damage +1 (also applies to T3 (Spiked Balls))
 * T2 (White Hot Spikes) Ceramic Bonus Damage +1 (T3 (Spiked Balls) would still have it at +3)
 * T4 (Spiked Mines) Explosion Damage 10 -> 12
 * T4 (Spiked Mines) Explosion Ceramic Damage +2 -> +3
 * T4 (Spiked Mines) Explosion Burn Damage 1d/2s -> 1d/1.25s
 * T4 (Spiked Mines) Explosion Burn Timer 6s -> 6.25s
 * T4 (Spiked Mines) Expiration Explosion Damage Type Explosive -> Normal
 * T4 (Spiked Mines) Expiration Explosion triggers before Normal Explosion on expiration (obviously wouldn't trigger on full Pierce use)
 * This is to make sure the Expiration Explosion doesn't get gimped by frontal Zebras/Blacks
 * Note that T5 (Super Mines) would still have the same stats as before other than the Explosion Burn Damage/Timer being improved
 * M3 (MOAB SHREDR) Attack Time Modifier 100% -> 90% (net percent 56.7%)
 * M4 (Spike Storm) Crosspath Benefit: B2 (Smart Spikes) would have "Spike Storm" activation (including M5 (Carpet of Spikes) passive usage) focus on the front bloons with spike placement dispersion based on distance between the designated location and the Spike Factory
 * M5 (Carpet of Spikes) Attack Time Modifier 100% -> 66.67% (net percent 37.8%)
 * B2 (Smart Spikes) gets Activation "High Gear Burst" with 90s cooldown: for 8 seconds, the Spike Factory has its quadrupled attack speed that it would have at the start of the Round.
 * B3 (Long Life Spikes) Dummy Attack Camo Detection (for Advanced Intel)
 * B3 (Long Life Spikes) Pierce 5 -> 8
 * B3 (Long Life Spikes) Crosspath Benefit: T1 (Bigger Stacks) Pierce 10 -> 16
 * B3 (Long Life Spikes) Regrow Damage +1
 * B3 (Long Life Spikes) Camo Damage +1
 * B4 (Deadly Spikes) Pierce 5 -> 10
 * B4 (Deadly Spikes) Crosspath Benefit: T1 (Bigger Stacks) Pierce 10 -> 20
 * B4 (Deadly Spikes) Crosspath Benefit: T2 (White Hot Spikes) Lead Bonus Damage 0 -> +2
 * B4 (Deadly Spikes) Crosspath Benefit: T2 (White Hot Spikes) Ceramic Bonus Damage 0 -> +2
 * B4 (Deadly Spikes) Regrow Damage +2
 * B4 (Deadly Spikes) Camo Damage +2
 * Note: Permaspike would still have the same Pierce, but would get the added Regrow and Camo Damage, as well as added Lead and Ceramic Damage where applicable.
 * B5 (Permaspike) Base Attack Time 4.85s -> 5.25s

Engineer

 * T1 (Sentry Gun) Crosspath Benefit: B2 (Pin) Sentry Nail Pierce 3 -> 4
 * T4 (Sentry Expert) Crosspath Benefit: B2 (Pin) Sentry Pierce Values 28 (Spiked Ball)/38 (Bomb)/19 (Ice)/10 (Laser) -> 33 (Spiked Ball)/45 (Bomb)/23 (Ice)/12 (Laser)
 * T5 (Sentry Paragon) able to build Sentry Expert's Spiked Ball, Bomb, and Ice towers again on an alternate attack cycle
 * T5 (Sentry Paragon) Crosspath Benefit: B2 (Pin) Sentry Plasma Pierce 6 -> 8
 * M3 (Cleansing Foam) Crosspath Benefit: B2 (Pin) Foam Pierce 15 -> 18
 * M4 (Overclock) Nail Pierce 15 -> 8 (B5 (Ultraboost) Nail Base Pierce remains at 30)
 * M4 (Overclock) Activation Hero Tier equal to (Level - 1)/4 -> Level/4
 * M5 (Ultraboost) Crosspath Benefit: B2 (Pin) Nail Pierce 35 -> 40
 * B2 (Pin) Nail Pierce 8 -> 10
 * B3 (Double Gun) Crosspath Benefit: T1 (Sentry Gun) Sentry Build Time Modifier 100% -> 50%

Quincy

 * Gets Camo Prioritization at Level 5

Striker Jones

 * Basic Attack Damage +1 across all Levels (2 at Level 1~6, 3 at Level 7~11, 4 at Level 12~16, 5 at Level 17+)
 * Level 1~8 Basic Attack Attack Time 1.2s -> 1.5s
 * Level 9~10 Basic Attack Attack Time 0.9s -> 1.2s
 * Level 11~12 Basic Attack Attack Time 0.65s -> 0.8s
 * Level 13~15 Basic Attack Attack Time 0.5s -> 0.6s
 * Level 16~18 Basic Attack Attack Time 0.35s -> 0.4s
 * Level 19+ Basic Attack Attack Time 0.2s -> 0.25s

Benjamin

 * Level 7 Bloon Trojan in CHIMPS only prevents earning of half the money of the children prevented from spawning rather than all

Pat Fusty

 * Both parts of Pat Fusty's attack (the Slam and the AoE) deals Lead Bonus Damage +2
 * Level 4~13 Rallying Roar improves Pat Fusty's Damage on Slap and AoE attacks by +2 instead of +1
 * Level 4~13 Rallying Roar improves Buff Damage by 12.5% of full Damage (including the set Damage buff and Bonus Damage values) truncated
 * Rallying Roar grants Pat Fusty himself 0.3s additional stun, halved against blimps instead of nonexistent
 * Pat Fusty's attack cycle resets if he doesn't attack for 5 seconds
 * Basically makes Slap harder to use but by no means impossible, and also reduces pseudo-RNG
 * Level 14+ Rallying Roar Buff Damage Boost +3 -> +2
 * Level 14+ Rallying Roar still improves Pat Fusty's Damage on Slap and AoE attacks by +3
 * Level 14+ Rallying Roar improves Damage of buffed towers' attacks by 25% of full Damage (including the set Damage buff and Bonus Damage values) truncated
 * Slap Knockback overrides Stun completely
 * Level 13 Stun on Bloons increased to 0.6s

Adora

 * Range values 45 (L1)/49 (L2)/54 (L9)/59 (L19) -> 48 (L1)/52 (L2)/57 (L9)/64 (L19)
 * Long Arm of Light Duration 10s (Pre L16) or 15s (L16+) -> 11 + Level/4 seconds
 * Long Arm of Light grants Adora MOAB Bonus Damage +1 for duration
 * Long Arm of Light provides Superfans, Plasmafans, and Super Monkeys in Adora's Range (including the Range doubling) with +50% Pierce
 * Ball of Light Duration 12s (Pre-L20) or 20s (L20) -> 10 + Level/2 seconds

Ezili

 * Gets Camo Prioritization immediately
 * Heart Stopper doubles Damage against Regrows for duration

Captain Churchill

 * Gets Camo Prioritization at Level 6, affecting SMG targeting

Admiral Brickell

 * Gets Camo Prioritization at Level 7, affecting Mines targeting

Etienne

 * Drone Shot velocity improved by 25%
 * Gets Camo Prioritization at Level 5, affecting UCAV targeting (for DDTs)
 * Level 4~8 Drone Range 60 -> 66
 * Level 9~15 Drone Range 60 -> 72
 * Level 16+ Drone Range remains at 80

Sauda
Basically a copy and paste of qwertyxp2000's own suggestions since his points there are quite good and Sword Charge is DEFINITELY a compromise, and I have no better ideas.


 * Gets Camo Prioritization immediately
 * Level 10~15 Sword Charge Base Damage 20 -> 25
 * Level 16~19 Sword Charge 120 -> 100
 * Level 20 Sword Charge 220 -> 200
 * Sword Charge gains status damage benefits at a rate of +25 per status level bonus

Psi

 * Gets Camo Prioritization immediately
 * Destructive Resonance explosion able to hit blimps with MOAB Bonus Damage +3
 * Level 10~19 Psionic Scream can hit blimps (other than the BAD of course) but applies only 2~75 unit knockback unconditional (0% chance of Vibrating) to blimps above Psi's target level (IE MOABs at L14, BFBs at L16, and ZOMGs and DDTs at L20)