User blog:MasterKnight/Bloons TD Battles 2 rebalancing suggestions

I know I am posting on day 1 with rebalancing suggestions for BTDB2, but there are some glaring faults within the game. These faults lead to some rather quick stagnation and frustrating grinding that drag down an otherwise very clear fun factor from a variety of bloon sends at least being able to work. These problems should be called out.

This won't take too long, at least. I'm not going to go into tower/Hero rebalance suggestions; it's guaranteed that I'd just be repeating suggestions I would have for BTD6's own tower rebalancing.

Tower EXP
I'm starting off with Tower EXP because it gets the most common complaints of all. While I can say that Tower EXP could be worse even with free-to-play, there is CLEAR room for improvement to make the core gameplay of working with Tier 2 and Tier 3 upgrades more accessible, as well as obtaining EXP for towers that haven't been used at all before, and with the gameplay jump from Red arena to Yellow arena resulting in an unhealthy difficulty spike, it's important for players to be able to reasonably have the tools to work with.


 * TEXP acquired (used, available, AND later obtained) multiplied by 1.5
 * Leaked TEXP of 10% for each same family tower type purchased with Monkey Money, 5% for each different family tower type purchased with MM, applying for ALL TEXP newly acquired
 * Battle Chest TEXP doubled
 * Defeat TEXP for non-VIPs increased to 50% of their Victory TEXP (Resolved as of 1.0.2)
 * Defeat TEXP for VIPs increased to 80% of their Victory TEXP
 * Arena Scaling for TEXP, with Yellow arena providing 2x TEXP, Ice arena providing 3x, etc.

Update responding to Version 1.0.2: automatic Tier 2 availability with TEXP refunding is a welcome addition that has been provided, but Battle Chest TEXP is still underwhelming, and gets brought up because now Tier 3s are the concern for playability.

Bloon Sends
The real point of this post is to call out how the Bloon sends as they're handled right now have some bias in favor of group control, with Tack Shooter and Monkey Buccaneer being at the worst of this due to their dearth of interaction in early game. Better economy from spaced bloons would reduce the bias by putting their defenses under harder to threaten siege while waiting for the lategame threats to come around and rampage. Lesser grouped bloon sends having improved Economy as well would be for their later usage. (Oh, never mind, their economy provision is good enough as it is and it's supposed to reward risk assessment but Tack Sprayer eliminates risk in the first place.)

Update after Version 1.0.2: so now I have opted to lab out some of the send times. I have enough data to determine that grouped sends are supposed to be risk assessment economy, key word being "risk" which Tack Sprayer isn't managing to have so it ends up being played as flowchart that invites an unwelcome burden of knowledge. I have updated my suggestions accordingly to have the math basically check out, where the group bloon economy would still be providing the better economy through holding the given hotkey, but with the advantage reduced for more verasatile gameplay in hopes that the Zebra rush can be more consistent about its threat against Tack Sprayer. Also, I added for Fortifieds to be available sooner because nobody is ever going to deploy Fortified Leads in Round 19 or later.


 * Red Grouped Send Income 1 -> 1.2
 * Blue Spaced Send Count 5 -> 4
 * This does influence hotkey income boosting, so it's not a flat out nerf
 * Blue Spaced Send Cost $15 -> $10
 * Blue Grouped Send Income 1.5 -> 1.8
 * Green Spaced Send Count 5 -> 4
 * Green Spaced Send Cost $15 -> $10
 * Yellow Spaced Send Count 5 -> 4
 * Yellow Spaced Send Cost $25 -> $15
 * Yellow Spaced Send Income 1.8 -> 2
 * Yellow Grouped Send Income 1.7 -> 2.2
 * Pink Spaced Send Send Count 3 -> 2
 * Pink Spaced Send Loading 0.35s -> 0.4s
 * Overall a buff to Spaced Pink usage itself but would influence hotkey income boosting
 * Pink Spaced Send Cost $28 -> $20
 * Pink Spaced Send Income 1.8 -> 2
 * White Spaced Send Send Count 3 -> 2
 * White Spaced Send Loading 0.35s -> 0.4s
 * White Spaced Send Cost $30 -> $20
 * White Spaced Send Income 2 -> 2.2
 * Black Spaced Send Send Count 3 -> 2
 * Black Spaced Send Loading 0.25s -> 0.3s
 * Black Spaced Send Cost $35 -> $25
 * Black Spaced Send Income 2 -> 2.2
 * Purple Spaced Send Send Count 4 -> 3
 * Purple Spaced Send Cost $70 -> $50
 * Purple Grouped Send Loading 0.033s -> 0.05s
 * Zebra Spaced Send Cost $60 -> $50
 * Lead Spaced Availability Start Round 10 -> Round 9
 * Lead Spaced Send Loading 1s -> 0.8s
 * Higher spacing is useless for Leads anyway unless the Lead protection SOMEHOW relies on activation, to which Sauda and Brickell aren't in the game yet, so faster sends simply improves the bloon send usage as a whole
 * Lead Spaced Send Cost $60 -> $50
 * Rainbow Spaced Send Cost $80 -> $60
 * Ceramic Spaced Send Cost $150 -> $120
 * Fortified Property Availability Start Round 19 -> Round 13