User blog:Qwertyxp2000 the second/Balance change suggestions for Version 29.0

Written from the perspective of a dev.

Dart Monkey
TBA

Boomerang Monkey
"While good overall, Glaive Lord's speed crosspath doesn't quite compete against its preferable 5-0-2 crosspath due to the shred effect no longer stacking, so each hit on bloons already hit by the effect will now receive bonus damage to those affected by that effect. This will also extend into the Glaive Dominus for a slight DPS increase. On the other hand, MOAB Domination's Path 1 effects have been increased, as the faster attack speed path simply outweighed the crosspathing competition, and the base explosion damage from Dominus also increased. Kylie is also given some extra Ceramic+ damage to give it a little more offensive value and add value to the "heavy" boomerang theme."
 * Version 1

- Ron Zhang


 * Glaive Lord main glaive now deals +10 damage to bloons affected by the shred effect. Also affects Glaive Dominus.
 * 1-0-5 MOAB Domination's anti-MOAB boomerang explosion now uses the current 2-0-5 MOAB Domination's bigger blast radius (75) and correct extra pierce (50).
 * 2-0-5 MOAB Domination's anti-MOAB boomerang explosion now increases damage of explosion from 100 to 250, and napalm damage increased to 100. Explosion damage increase also affects Glaive Dominus.
 * Kylie Boomerang main boomerang now deals +2 damage to Ceramic and MOAB-class. Also affects later upgrades.

Bomb Shooter
"As early-game Bomb has always been difficult to use, especially for newer players, we have dropped some prices of some of the less well-performing upgrades, while putting an overall price nerf for Mauler due to its dominance with Striker Jones. In addition, as Mauler crosspaths has always been feeling dead-set on Tier 1 due to Mentoring benefits in particular, we have added better crosspathing benefits for Maulers at Tier 2. Cluster Bombs has always felt overperforming versus Really Big Bombs, especially because Cluster Bombs has the advantage of multiple explosions and innate black-popping. We want to keep the diversity of crosspathing options open, so we have removed the black-popping power from clusters while leaving the main explosion intact, leaving it out until T5, as well as shaved a considerable price off Really Big Bombs to add more value to the high single-impact explosions when it actually makes a difference. And lastly, frags now benefit from all buffs, as Alch buffs are currently only meaningful for clusters."
 * Version 1 (Early Bomb price buffs, Cluster Bombs nerf to damage type for clusters, Mauler crosspath reworks, and Frag Bombs tweaks)

- Ron Zhang


 * Bigger Bombs costs less ($350 --> $300)
 * Faster Reload costs less ($250 --> $200)
 * Missile Launcher costs less ($400 --> $360)
 * Extra Range costs less ($200 --> $160)
 * Frag Bombs costs more ($300 --> $320)
 * Heavy Bombs costs less ($650 --> $600)
 * MOAB Mauler costs more ($1100 --> $1200)
 * Really Big Bombs costs less ($1200 --> $900)
 * Cluster Bombs clusters and Recursive Cluster superclusters damage type changed from Normal to Explosion. Does not affect Bomb Blitz.
 * 2-3-0 MOAB Mauler now adds +5 MOAB-class damage on top of the current 19 MOAB-class damage, for a total of 24 MOAB-class damage.
 * 2-4-0 MOAB Assassin now adds +10 MOAB-class damage on top of the current 31 MOAB-class damage, for a total of 41 MOAB-class damage.
 * 2-5-0 MOAB Eliminator now adds +25 MOAB-class damage on top of the current 100 MOAB-class damage, for a total of 125 MOAB-class damage
 * 0-3-2 MOAB Mauler frags now deals +5 damage to MOAB-class bloons.
 * 0-4-2 MOAB Assassin frags now deals +10 damage to MOAB-class bloons.
 * 0-5-2 MOAB Eliminator frags now deal +25 damage to MOAB-class bloons.
 * Frag Bombs fragments now (correctly) get buffed by all buffing sources (a bit atrocious that it doesn't...)
 * Frag Bombs fragment damage type now changes to Shatter with 2-0-2 Heavy Bombs.
 * Frag Bombs fragment damage type now changes to Normal with 4-0-2 Bloon Impact.

"The recent change last update that changed damage type for Cluster Bombs and Recursive Clusters has made them too powerful without acknowledging the general explosive weaknesses. While we're happy to keep the Frag Bombs change to normal Frag Bombs, we've no longer made clusters pop Black Bloons, leaving it off till T5, but left the main explosions intact, and also added buffability to frags due to its already underwhelming crosspath status. In addition, prices for various Tier 3 upgrades have been changed to fit more nicely with their overall power, and certain lower-tier upgrades have been further reduced in price overall to make it more accessible in the early-game. Lowering the price of the Bomb Shooter while slightly lowering its base pierce was also done for similar reasons, plus decent popping power increases for Frags crosspaths including acceptance with external buffs. The middle path Bomb is also given extra MOAB-class damage to further highlight their MOAB-class-popping prowess, particularly for MOAB Eliminator to make placement more important, and higher tiers of top path have their pierce greatly increased to add pierce specializations to compete bloon-popping efficiency versus bottom path."
 * Version 2

- Ron Zhang


 * Bomb Shooter costs less ($525 --> $480)
 * Bomb Shooter pierce decreased (14 --> 12)
 * Bigger Bombs pierce decreased (20 --> 18)
 * Heavy Bombs pierce decreased (30 --> 28)
 * Really Big Bombs pierce increased (50 --> 60). Also affects Bloon Impact.
 * Bloon Impact pierce increased (50 --> 75)
 * Bloon Crush pierce increased (50 --> 120)
 * Bloon Crush now consumes more pierce against MOAB-class (1 --> 2)
 * Extra Range costs less ($200 --> $125)
 * Frag Bombs costs more ($300 --> $360)
 * Bigger Bombs costs less ($350 --> $300)
 * Heavy Bombs costs less ($650 --> $600)
 * MOAB Mauler costs more ($1100 --> $1200)
 * Cluster Bombs costs more ($800 --> $900)
 * Really Big Bombs costs less ($1200 --> $1000)
 * Bloon Impact cost increased ($3600 --> $3750)
 * MOAB Mauler deals more MOAB-class damage (19 --> 21)
 * MOAB Assassin main missile deals more MOAB-class damage (31 --> 51)
 * MOAB Eliminator main missile deals more MOAB-class damage (100 --> 300)
 * Cluster Bombs clusters and Recursive Cluster superclusters damage type changed from Normal to Explosion. Does not affect Bomb Blitz.
 * 0-3-2 MOAB Mauler frags now deals +5 damage to MOAB-class bloons.
 * 0-4-2 MOAB Assassin frags now deals +10 damage to MOAB-class bloons.
 * 0-5-2 MOAB Eliminator frags now deal +25 damage to MOAB-class bloons.
 * Frag Bombs fragments now (correctly) get buffed by all buffing sources (a bit atrocious that it doesn't...)
 * Frag Bombs fragment damage type now changes to Shatter with 2-0-2 Heavy Bombs.
 * Frag Bombs fragment damage type now changes to Normal with 4-0-2 Bloon Impact.
 * Frag Bombs pierce increased (1 --> 2)
 * Bigger Bombs increases frag pierce by +1
 * Really Big Bombs frag pierce bonus increased (+1 --> +3)
 * Bloon Crush frag pierce bonus increased (+2 --> +10)
 * MOAB Mauler frags now deals +5 damage to MOAB-class and +1 to Ceramics
 * MOAB Assassin frags now deals +10 damage to MOAB-class and +4 to Ceramics
 * MOAB Eliminator frags now deals +25 damage to MOAB-class and +4 to Ceramics

Tack Shooter
"As it feels too good to not pass out the Faster Shooting crosspath, and Tack's early-game has felt underperforming without the attack speed upgrades, Tack's base attack speed has been reshuffled slightly from its Faster Shooting upgrade, for an overall attack speed bonus overall for all upgrades, balancing out its power versus less powerful crosspathing options. Following this is a buff to the Ring of Fire's attack speed, as even with its short range it still feels underpowered overall and doesn't make a good stepping stone to its T5."
 * Version 1 (Tack attack speed changes)

- Ron Zhang


 * Tack Shooter base attack speed increased (1.4s --> 1.25s)
 * Faster Shooting attack cooldown multiplier decreased (0.75x --> 0.80x, +33% --> +25%)
 * Faster Shooting base attack speed increased (1.05s --> 1.0s)
 * Even Faster Shooting total attack speed bonus decreased (+122% --> +108%)
 * The following crosspath attack speeds occur with this change:
 * 1-3-0: 0.8925s --> 0.85s
 * 1-0-3: 0.7825s --> 0.75s
 * 1-0-4: 0.2625s --> 0.25s
 * 1-0-5: 0.1969s --> 0.1875s
 * 2-3-0: 0.5355s --> 0.51s
 * 2-0-3: 0.4725s --> 0.45s
 * 2-0-4: 0.1181s --> 0.15s
 * 2-0-5: 0.1969s --> 0.1125s
 * Ring of Fire attack speed increased (0.54s --> 0.4s). Does not affect Inferno Ring, which is kept at 0.1s.

Ice Monkey
"Some tweaks to certain Ice Monkey upgrades to balance out overall crosspath price values, as well as nerfing the cost of the actually powerful lower-tier upgrades. In addition, we've boosted the damage power of Cryo Cannon's blast in exchange for a reduced pierce value and very slightly lower price, to reinforce the damage focus of this specific upgrade. This pierce value is returned when upgraded at T4, and Icicle will also target MOAB-class bloons for greater damage, as Ice Monkey's MOAB-class damage in general currently feels weighted too much at T5. In addition, as Deep Freeze has been seen as redundant for most Path 3 upgrades, Deep Freeze now adds extra freeze time to give the Path 2 crosspath more than just extra attack speed."
 * Version 1 (Ice Monkey price tweaks, Cryo rework, Icicles MOAB-class rework)

- Ron Zhang


 * Ice Monkey costs less ($500 --> $480)
 * Larger Radius costs less ($175 --> $160)
 * Re-Freeze costs more ($225 --> $240)
 * Enhanced Freeze costs more ($225 --> $250)
 * Overall price of 0-1-2 increased from $1125 to $1130.
 * Deep Freeze now adds +10 pierce to each freeze. Arctic Wind freeze pierce remains the same.
 * Cryo Cannon pierce without Deep Freeze reduced (30 --> 20). Returns to 30 with Icicles.
 * Cryo Cannon costs less ($1950 --> $1550 $1450)
 * Cryo Cannon damage increased (2 --> 3)
 * 0-2-4 Icicles pierce increased (30 --> 40).
 * Icicles now can target MOAB-class but not freeze them
 * Icicles deals +4 damage to MOAB-class per blast. Does not affect Icicle Impale.
 * Icicles costs more ($2000 --> $2400)
 * Deep Freeze freezes bloons for longer (2.2s --> 4.0s)

"Ice Monkey's cheap high pierce felt a bit too valuable for how much it does at the moment, and its power has felt too weak in the early-game especially for newer players while too strong for experienced players, so its base pierce has been lowered in compensation for a lower base price, and better scaling for higher tiers. This is mainly done to discourage use on Race Events and to nerf 0-1-2's dominance against Super Ceramics while letting Deep Freeze gain some value back. In addition, Cryo Cannon's price was decreased to let its ranged freeze attack become more accessible in a real game at the cost of a pierce loss, while bringing the lost pierce at T4. And lastly, Icicles now targets MOAB-class bloons at greater damage, as the current MOAB-class damage sources for Ice Monkey are weighted too much at Tier 5."
 * Version 2 (Ice Monkey base rework cheaper, Cryo rework, Icicles MOAB-class rework)

- Ron Zhang


 * Ice Monkey base pierce (40 --> 30). Does not affect Ice Shards freeze (40) or Arctic Wind (100), but affects Cryo Cannon (30 --> 20) and Icicles brings back the lost pierce (30).
 * Ice Monkey base cost decreased ($500 --> $400)
 * Larger Radius cost increased ($175 --> $200)
 * Total price for 0-0-1 decreased ($675 --> $600)
 * Re-Freeze cost increased ($225 --> $250)
 * Total price for 0-0-2 decreased ($900 --> $750)
 * Enhanced Freeze cost increased ($225 --> $350)
 * Total price for 0-1-0 increased ($725 --> $750)
 * Deep Freeze cost decreased ($350 --> $225)
 * Deep Freeze now increases freeze duration (2.2s --> 4.0s)
 * Cryo Cannon cost increased ($1950 --> $1350)
 * Icicles now targets but not slow down MOAB-class bloons.
 * Icicles deals +4 damage to MOAB-class per blast. Does not affect Icicle Impale.

"Ice Monkey's incredible stalling power currently sees it very valuable in the late-game but underpowered by newer players due to its slow attack speed and low range. It has been reworked to have signficantly more range but cost more as a base tower. Costs have also been redistributed to reflect the most powerful upgrades of the Ice Monkey, particularly Enhanced Freeze which is currently the dominant crosspath choice alone for all upgrades. Deep Freeze is given a freeze duration bonus greater than Enhanced Freeze, as it is currently seen as a vestige in late-game settings. In addition, Icicles now targets MOAB-class bloons at greater damage, as the current MOAB-class damage sources for Ice Monkey are weighted too much at Tier 5. Because of various bugs regarding complex Ice interactions with Embrittlement, we've decided to give back Embrittlement's frozen-hitting versus brittled target in exchange for a price nerf, in addition to a price buff to Ice Shards and letting Embrittlement allow all projectiles including explosives to damage brittled targets. As Super Brittle's description felt too ambiguous, Super Brittle has changed to apply a real freeze onto blimps to correct its "frozen" target hitting, but its price has increased to account for its higher overall power."
 * Version 3 (Ice Monkey base rework expensive, Icicles MOAB-class rework, Embrittlement and SBrit reworks)

- Ron Zhang


 * Ice Monkey base range increased (20 --> 27)
 * Ice Monkey costs more ($500 --> $600)
 * Enhanced Freeze costs more ($225 --> $320)
 * Deep Freeze costs less ($350 --> $225)
 * Deep Freeze freeze duration increased (2.2s --> 4.0s)
 * Larger Radius gives more overall range (27 --> 34, remains +7)
 * Snowstorm base range increased (30 --> 37)
 * Absolute Zero base range increased (40 --> 47)
 * Re-Freeze costs less ($225 --> $200)
 * Cryo Cannon cost increased ($1950 --> $1825)
 * Icicles now targets but not slow down MOAB-class bloons.
 * Icicles deals +4 +5 damage to MOAB-class per blast. Does not affect Icicle Impale.
 * Ice Shards costs less ($1500 --> $1250)
 * Embrittlement now causes all attacks, including freezing and explosives, to deal damage to bloons inflicted by the brittle status effect.
 * Embrittlement costs more ($2200 --> $2900)
 * Arctic Wind costs less ($2900 --> $2600)
 * Super Brittle now applies a freeze onto affected bloons and blimps for 3.0s regardless of crosspaths
 * Super Brittle costs more ($28,000 --> $32,500)

Glue Gunner
"The entire Glue Prioritization System has been reworked to balance off "stronger" glues over weaker ones. In addition, while Bloon Solver is already in a good spot, a small on-hit damage is given to bloons and blimps glued by Solver to give it a bit of a small punch against weaker MOABs. MOAB Glue's low cost blimp slowdown has been reworked to become less effective at base but improved with Corrosive Glue, for a small price compensation, as its blimp slowdown is currently simply too versatile without consideration of both crosspaths. Super Glue also gains a major pierce increase versus regular bloons, as its shots get blocked by Super Ceramics too quickly. Super Glue's "superslow" duration is also reworked to become standardized for all applicable blimp tiers while reduced for bloons to account for the large pierce changes."

- Ron Zhang


 * Glue Prioritization System changed across the board.
 * 0-4-x, 0-5-x, 1-4-0, 1-5-0 Glue abilities: Level 1 --> Level 2. Non-ability glue remains Level 1.
 * 2-4-0 and 2-5-0 Glue abilities: Level 2 --> Level 3. Non-ability glue remains Level 2.
 * Bloon Dissolver remains at Level 3.
 * Bloon Liquefier remains at Level 4.
 * 2-0-3 MOAB Glue: Level 2 --> Level 6. Non-corrosive MOAB Glue remains at Level 5.
 * Relentless Glue remains at Level 7.
 * 2-0-4 Relentless Glue: Level 2 --> Level 8.
 * Bloon Solver: Level 6 --> Level 9.
 * Super Glue: Level 7 --> Level 9.
 * Bloon Solver and Super Glue remain to compete with each other, both Level 9.
 * Super Glue can still re-hit the same targets that already have Super Glue on it.
 * Bloon Solver on-hit damage now deals an instant 10 damage to Ceramics instead of 0. Bloons below Ceramic do not get on-hit damage, but can be buffed to deal extra on-hit damage.
 * Bloon Solver on-hit damage now deals an instant 25 damage to MOAB-class instead of 0.
 * MOAB Glue base slowdown versus blimps decreased (37.5% --> 25%). Requires Relentless Glue or 2-0-3 MOAB Glue to return back to 37.5%
 * MOAB Glue cost decreased ($3400 --> $2875)
 * 2-0-4 Relentless Glue slowdown versus blimps increased (37.5% --> 50%)
 * MOAB Glue and above with Glue Soak or Corrosive Glue now penetrates all slowdown effects through blimps, but not direct damage or damage-over-time effects.
 * Super Glue base pierce increased (6 --> 30)
 * Super Glue's Path 2 crosspaths now add +10 pierce per upgrade instead of +1 and +5 for both
 * Super Glue pierce consumption per blimp increased
 * MOABs: 2
 * BFBs and DDTs: 3
 * ZOMGs and BADs: 5
 * Super Glue "superslow" duration is now a fixed 6 seconds for all blimps.
 * Super Glue "superslow" duration is now a fixed 12 seconds for all non-blimp bloons, instead of 24s.

Sniper Monkey
"Shrapnel power on most upgrades feels quite balanced, but Deadly Precision Shrapnel struggles because of its slow speed and low damage output. To address this, Deadly Precision's shrapnel has been given a Ceramic bonus to increase its focus as a Ceramic specializer. While decent on normal games, Cripple MOAB feels too "needed" on Boss Events for its Boss vulnerability, so its debuff time has been lowered on Boss Bloons, price slightly increased, but bullet damage greatly increased to make up for this performance loss. Night Vision Goggles on higher-level top path currently feels unnecessary and sort of wastes the Camo Prioritization option without Shrapnel; adjusting it to now deal more camo damage should offset this issue."

- Ron Zhang


 * 3-2-0 Shrapnel Shot now deals +2 damage to Ceramics
 * Cripple MOAB debuff on Boss Bloons decreased duration (0.75s --> 0.50s). BAD debuff duration remains 0.75s.
 * Cripple MOAB price increased ($34,000 --> $36,000)
 * Cripple MOAB bullet damage increased (80 --> 180)
 * Night Vision Goggles with Deadly Precision and above now deals double bullet damage to bloons with Camo property instead of +2. This is laid on top of Ceramic bonus for Deadly Precision.
 * Description changed: "Allows Sniper to detect and do an additional 2 damage to Camo bloons." to "Allows Sniper to detect and do an additional 2 damage to Camo bloons, or double damage with at least Deadly Precision."

Monkey Sub
"The cheap but cost-effective reliability of Submerge and Support's decamo felt too overperforming compared to other decamo options without consideration of pierce, so some of its base decamo pierce has been moved into crosspath benefits, similar to Reactor, and is also passed onto T4 but not T5. In addition, First Strike and Pre-Emptive have been given stronger missiles and slightly higher range to give them more ballistic use besides their abilities."
 * Version 1 (reworking Submerge Subs)

- Ron Zhang


 * Submerge and Support without Path 2 decamo pierce reduced (infinite --> 30)
 * 3-1-0 Submerge and Support decamo pierce reduced (infinite --> 60)
 * 3-2-0 Submerge and Support decamo pierce reduced (infinite --> 80)
 * Reactor decamo pierce is now tied to its submerge offensive attack. Does not affect Energizer.
 * Reactor decamo now detects bloon hitbox rather than bloon centerpoints
 * First Strike main ballistic missile now deals a 10 damage impact onto the first bloon hit
 * Pre-Emptive Strike main ballistic missile now deals a 25 damage impact onto the first bloon hit
 * First Strike main ballistic missile splash damage increased (1 --> 3), and Ceramic+ damage increased (6 --> 8, kept at +5)
 * Pre-Emptive Strike main ballistic missile splash damage increased (1 --> 5), and Ceramic+ damage increased (11 --> 20, +10 --> +15)
 * First Strike base range increased (50 --> 60)

Monkey Buccaneer
"Some buffs to lesser powerful upgrades to smoothen power overall."

- Ron Zhang


 * Pirate Lord ability cooldown decreased (30s --> 25s)
 * Pirate Lord bomb damage increased (2 --> 6)
 * Pirate Lord bomb damage to MOAB-class increased (2 --> 18, for +12 MOAB-class damage)
 * Pirate Lord bomb explosion radius increased (40 --> 60)
 * Trade Empire end-of-round income increased ($800 --> $1250)
 * Trade Empire base pierce is now tripled for all its own attacks.
 * Favored Trades costs less ($5500 --> $5400)

Monkey Ace
"Adding special crosspathing benefits for Pineapples was fun last update, so we've upped the benefits of the pineapples to give more offensive benefits of the pineapples themselves. Bomber Ace currently has too much attack speed in its crosspath compared to the base Ace darts, so this attack speed amount has been shifted over more closely into the base upgrade in order to increase value of its pierce crosspath, and the pierce for Ground Zero's explosion pierce has been slightly adjusted for crosspath use case balance. Since Spectre's crosspath choice is still predominantly the faster attack speed path, and the Lots More Darts crosspath currently makes almost no sense with its bonus pierce, crosspaths have been reworked to offer distinct crosspath choices for given scenarios, one offering higher overall DPS while the other giving a large boost in explosive power."
 * Version 1 (Changing Pineapple offense, middle path crosspathing, further Spectre rework)

- Ron Zhang


 * Exploding Pineapple's pineapple base attack speed increased (2.0s --> 1.5s)
 * 1-1-0 Exploding Pineapple attack speed increased (1.2s --> 1.125s)
 * 2-1-0 Exploding Pineapple now adds a second pineapple at 3 units away from the main pineapple, and does not count as another shot in accordance with Alch buffs. Does not affect 2-3-0 Bomber Ace.
 * 4-1-0 Exploding Pineapple attack speed increased (1.2s --> 0.5625s)
 * 5-1-0 Exploding Pineapple damage increased (1 --> 5) and pops all bloon types
 * 0-1-4 Exploding Pineapple attack speed increased (2.0s --> 0.25s)
 * 0-1-4 Exploding Pineapple damage increased (1 --> 3)
 * 0-1-5 Exploding Pineapple damage increased (1 --> 5) and pops all bloon types
 * Bomber Ace's bombing array base attack speed increased (1.7s --> 1.36s). 1-3-0 Bomber Ace arrays remain at 1.02s.
 * 2-3-0 Bomber Ace's bombing array now adds a fifth bomb.
 * Rapid Fire upgrade costs more ($650 --> $700)
 * Lots More Darts costs less ($650 --> $525)
 * Ground Zero base nuke pierce decreased (1000 --> 900)
 * 0-4-1 and 0-5-1 nuke pierce increased by +60%
 * Spectre darts deal more damage (2 --> 4).
 * Spectre bomb pierce without Path 2 decreased (30 --> 25). Also applies to Flying Fortress.
 * Spectre bomb pierce with Path 2 increased (45 --> 50). Also applies to Flying Fortress.
 * Spectre bomb damage with Path 2 increased (3 --> 4)
 * Spectre bomb blast radius with Path 2 increased (23 --> 28). Also applies to Flying Fortress.
 * 2-0-4 Spectre now gains a second dart-only stream that attacks every 0.06s.
 * Flying Fortress darts deal more damage (4 --> 6)
 * Flying Fortress bombs with Path 2 deal more damage (5 --> 6)
 * 2-0-5 Flying Fortress now gains three dart-only streams that attack every 0.04s on their respective target priorities.
 * Spectres and Flying Fortresses with Lots More Darts no longer receive +25% pierce for darts.

Heli Pilot
"As Marine already attacks pretty quickly, especially with the Faster Firing crosspath, and Quad Darts currently gives nothing in return, adding Quad Darts will now give dropped Marines with extra pierce. The whole idea of giving bottom path with heavy weapons felt fitting, so we've upped the damage of all of them to give them a reasonable boost in offensive gameplay, plus a stronger shove for Comanche Defense. In addition, the Camo Prioritization has been given to Heli too, as it makes sense for its non-rotor attacks to prioritize camos first."

- Ron Zhang


 * 1-5-0 Special Poperations now gives Marine with more pierce (20 --> 30)
 * MOAB Shove now adds a double hitscan attack that attacks the first bloon within a short range in front of the Heli:
 * Damage: 1
 * Attack cooldown: 0.33s
 * Multi-attacks: 2
 * Pierce: 1 per shot, impact damage
 * Priority: First
 * Origin Position: ~10 units in front of Heli centerpoint
 * Range: 20
 * MOAB Shove main missile pierce increased (10 --> 30). Comanche Defense missile pierce remains the same.
 * Comanche Defense now shoots two missiles per shot instead of just one.
 * Comanche Defense now adds a double hitscan attack that attacks the first bloon within a short range in front of the Heli:
 * Damage: 1 --> 2
 * Attack cooldown: 0.33s --> 0.1s
 * Multi-attacks: 2
 * Pierce: 1 per shot, impact damage
 * Priority: First
 * Origin Position: ~10 units in front of Heli centerpoint
 * Range: 20
 * Comanche Defense shove effect is now increased by +50% for all its shoves, including crosspath benefit
 * Comanche Commander now increases all its attacks by +1 instead of just darts, which includes missiles and the new hitscan attack.
 * IFR now adds a Camo Prioritization setting for all its attacks except rotor attacks (i.e. Razor Rotors and Downdraft, which still remain locked on Close and without Camo Prio enabled)

Mortar Monkey
"To address crosspathing concerns for Blooncineration being too oriented at Path 2 over Path 1, the tick rate and duration for Burny Stuff has been increased when getting the Bloon Buster crosspath for all upgrades, which should also buff other variants of Burny Bloon Buster. Heavy Shells as a stepping stone to Artillery Battery doesn't quite feel worth the price, especially compared to Artillery Battery, and Burny Heavy Shells feels redundant due to already popping Black Bloons. Giving it with better MOAB-class damage and a new extra damage to burning targets should push the power of Heavy Shells in the saveup to Artillery Battery, plus further burny changes such as extra burn damage to specialized targets has been added for balance that underused crosspath. That being said, a very slight price increase has been put onto Artillery Battery as a slight precaution to these balance changes."
 * Version 1 (2-0-5 Blooncineration buffs)

- Ron Zhang


 * Adding Bloon Buster increases tick rate for all burns by 0.25s and duration by 0.25s
 * 2+-0-2, 2-0-3, 2-0-4:
 * Tick rate 1.25s --> 1.0s
 * Duration: 3.75s --> 4.0s
 * 2-0-5 Blooncineration:
 * Tick rate 0.75s --> 0.50s
 * Duration: 3.75s --> 4.0s
 * Heavy Shells damage to MOAB-class increased (+1 --> +3). Also affects Artillery Battery.
 * Heavy Shells now deals +1 damage to burning targets. Also affects Artillery Battery.
 * Artillery Battery price increased ($5500 --> $6000)
 * Pop and Awe damage to MOAB-class increased (+3 --> +5)
 * Pop and Awe main explosion now deals +4 damage to burning targets.
 * Burny Stuff with Heavy Shells now deals +3 damage to Ceramics and MOAB-class per damage tick.
 * Burny Stuff with Pop and Awe now deals +12 damage to Ceramics and MOAB-class per damage tick.
 * Pop and Awe ability with Burny Stuff now inflicts a secondary burn onto all targets on screen, refreshed every 1.0s, dealing a damage-over-time effect to affected bloons. Burn from this ability is prioritized over main explosion's burn.
 * Burn tick rate: 1.0s
 * Burn damage per tick: 20
 * Burn duration: 8.0s
 * Total burn damage: 160

Dartling Gunner
TBA

Wizard Monkey
"Overall power for Phoenix is almost just right, so we've finished it up with some crosspathing benefits for all fire upgrades including Phoenix and its higher-tier Lava Phoenix. Wall of Fire has frustrating downtime issues, so we've increased its uptime to 100% to reward proper placement but also increased its price to account for its potentially higher damage output."
 * Version 1 (Phoenix crosspath buffs, Dragon's Breath Path 1 buffs)

- Ron Zhang


 * Fireball damage increased by +1 with Arcane Blast (1 --> 2)
 * Wall of Fire projectile size increased with Arcane Blast (15 --> 20)
 * Wall of Fire costs more ($900 --> $1200)
 * Wall of Fire lifespan increased at base (4.5s --> 5.5s)
 * Wall of Fire lifespan increased with Arcane Blast (4.5s --> 9.5s, or +4.0s post-buff)
 * Dragon's Breath attack speed increased with Arcane Blast (0.1s --> 0.08s)
 * Dragon's Breath projectile size increased with Arcane Blast (~3 --> ~5)
 * Summon Phoenix with Intense Magic deals +5 pierce (10 --> 15)
 * Summon Phoenix with Intense Magic increases projectile speed of flames by +150 (350 --> 500)
 * Summon Phoenix with Guided Magic now adds very small homing to flames, similarly to Spectre
 * Summon Phoenix with Arcane Blasts deals +1 damage (5 --> 6)
 * Lava Phoenix with Intense Magic now adds +50% pierce for all attacks
 * Lava Phoenix with Intense Magic increases projectile speed of all attacks by +150
 * Lava Phoenix with Guided Magic now adds very small homing to flames, similarly to Spectre, as well as a Neva-Miss homing and lifespan to meteors
 * Lava Phoenix with Arcane Blasts deals +20% damage for all attacks

Super Monkey
"The amount of DPS increase offered by Path 1 for Dark Champion greatly overweighed the value of Path 2 crosspath's hybridized pierce-and-range buffs in all cases. To add better balance, Dark Champion's pierce bonus has been greatly increased to potentially help its performance in hyperdense scenarios. Likewise, Laser Blasts is currently outclassed without later upgrading to Plasma Blasts, especially because the range upgrades now offer bonus pierce too, so Laser Blasts now gains a portion of the attack speed bonus that is currently gained by Plasma Blasts."
 * Version 1 (Dark Champion Path 2 buff)

- Ron Zhang


 * Dark Champion now adds +10 pierce per Path 2 upgrade instead of +1
 * 0-1-4: 8 --> 17
 * 0-2-4: 9 --> 27
 * Laser Blasts now adds a 0.80x attack cooldown (+25% attack speed) for its attacks
 * Plasma Blasts attack cooldown reduction decreased (0.50x --> 0.625x), resulting in a lower attack speed bonus (+100% --> +60%). Total attack speed bonus remains +100% or 0.50x attack cooldown.

Ninja Monkey
"Distraction, while itself is quite cheap, currently sees itself as an annoying upgrade because of its immense RNG factor. To reduce these elements of RNG, the minimal blowback distance has been increased hugely to make up for the already percentage-based RNG of triggering Distraction. On top of this, as Flash Bomb currently has no value with Distraction, we've given Distraction combinations with this path some more grouped blowback value, including slight knockback against MOAB-class when given higher-tier upgrades."
 * Version 1 (General Distraction buffs, crosspath Distraction buffs)

- Ron Zhang


 * Distraction minimal blowback increased (33 --> 200). Maximum blowback remains at 300.
 * 0-1-3 Distraction now allows Flash Bombs to gain an equivalent 10% chance to blowback bloons.
 * 0-1-4 Distraction now allows Sticky Bomb secondary explosions to have a 10% chance to blowback bloons or stun blimps for 0.25s and inflict a single 5 units knockback against blimps on top, plus double duration for the main target.
 * 0-1-5 Distraction now allows Flash Bombs to have a 10% chance to blowback bloons or stun blimps for 0.25s and inflict a single 5 units knockback against blimps on top, plus double duration for the main target.
 * 0-1-5 Distraction now allows Sticky Bomb secondary explosions to have a 10% chance to blowback bloons or stun blimps for 1.0s and inflict a single 10 units knockback against blimps on top, plus double duration for the main target.

Alchemist
TBA

Druid
TBA

Banana Farm
TBA

Spike Factory
"Use case for MOAB SHREDR compared to Spike Storm is awkward due to Spike Storm gaining an ability, essentially rendering MOAB SHREDR's specific blimp-shredding niche redundant. To fix this, a large portion of MOAB SHREDR's price has been shifted over to Spike Storm while keeping the niche of MOAB SHREDR's pure MOAB-class damage function, alongside a few other buffs to make up for its previous changes. Carpet of Spikes has seen much worse performance compared to multiple Spike Storms for a long time, so in addition to a pierce boost, the passive ability will also gain attack speed value from both ability cooldown reductions and basic attack speed buffs. Long Life Spikes has its price cut due to its less significant lifespan values, in addition to a bigger buff for Deadly Spikes, and the napalm damage of Spiked Mines and Super Mines also been increased to make up for the low value of this DoT."
 * Version 1 (MOAB SHREDR price vs Spike Storm, Carpet buffs, Mine napalm buff, Path 3 )

- Ron Zhang


 * MOAB SHREDR costs less ($2500 --> $1500)
 * Spike Storm costs more ($5000 --> $6000)
 * Spike Storm base spike attack speed increased by +66% (0.98s --> 0.588s)
 * Long Reach increases Spike Storm spike pile lifespan for longer (+50% --> +100%)
 * Smart Spikes now adds a "directed" target priority that allows for directly attacking bloons that are directly within range based on target priority.
 * Smart Spikes with Spike Storm abilities while "directed" target priority is on will only directly target at bloons currently on screen, or at the applicable frontmost lanes by default.
 * Carpet of Spikes passive ability cooldown is now affected by attack speed buffs and is separate from the main ability. If passive ability cooldown value is below 1.0s (the duration of the passive ability), passive ability cooldown caps at 1.0s.
 * Main ability is now an entirely new ability that produces 200 spikes onto the track that last for up to 40 seconds and carries over up to 2 rounds. Ability cooldown remains the same and is now separate.
 * Carpet of Spike without Path 1 pierce increased (5 --> 10)
 * Carpet of Spike with Path 1 pierce increased (10 --> 15)
 * Long Life Spikes cost decreased ($1400 --> $1250)
 * Deadly Spikes pierce increased (5 --> 10)
 * Deadly Spikes cost increased ($3500 --> $3650)
 * Spiked Mines napalm damage rate increased, including for Ceramics, MOAB-class, and Fortified:
 * Tick rate: 2.0s --> 0.5s
 * Duration: 6.0s
 * Ceramic damage per tick: 1 --> 2
 * MOAB-class damage per tick: 1 --> 3
 * Bonus fortified damage per tick: +0 --> +1
 * Total ticks: 3 --> 12
 * Super Mines napalm damage rate increased, including for Ceramics, MOAB-class, and Fortified:
 * Tick rate: 2.0s --> 0.5s
 * Duration: 6.0s
 * Ceramic damage per tick: 1 --> 500
 * MOAB-class damage per tick: 1 --> 500
 * Bonus fortified damage per tick: +0 --> +500
 * Total ticks: 3 --> 12

Monkey Village
"Homeland currently has too much uptime without express consideration of proper ability timing, and Call To Arms' own buff still feels underpowered. For Call to Arms, its ability uptime has been increased to empower nearby towers on rounds where this buff is truly needed. On the other side, cooldown for Homeland has been increased, punishing improper use, but its ability duration is also increased considerably to compensate. Monkey Town, while underrated, has saveup issues for its income generation, so we've given Town with City's income generation buffing benefits to become an income specialist, and City now adds a small bonus sellback to encourage alternate methods of increasing sellback. Additionally, since Monkeyopolis not receiving City buffs never made sense, we've given it the option to accept this buff from other towers."

- Ron Zhang


 * Call to Arms ability duration increased (12s --> 15s)
 * Homeland Defense ability cooldown increased (45s --> 60s)
 * Homeland Defense ability duration increased (20s --> 30s)
 * Monkey Town now receives the Monkey City's income-boosting benefits.
 * Monkey City now gives +5% stackable sellback to all nearby towers, stackable up to 3 times for +15% sellback. Caps at 95% sellback.
 * Monkeyopolis now can be affected by the new Monkey Town (previously Monkey City) income-boosting benefits.

Engineer Monkey
"While Engineer crosspaths are quite decent overall, a further crosspathing value for Pin upgrade has been implemented as an option for better stockpiling for all crosspathable contraptions including foam. In addition, we've made the specialized crosspathing for Sprockets more visible by doing further exclusive crosspathing benefits including a description change to reflect the power of Sprockets as a crosspath enhancer. All of these will also affect Sentry Champion as a way to benefit the underused Pin crosspath, which currently becomes redundant post-81."
 * Version 1 (Sprockets further crosspathing buff, Pin lifespan crosspath addition)

- Ron Zhang


 * Pin now increases lifespan of all new sentries and foam by +40%
 * Sentries: 25s --> 35s. Does not stack multiplicatively with Vigilant Sentries MK, i.e. 35s --> 40s, not 49s.
 * Foam: 8.5s --> 11.9s
 * Sprockets with Larger Service Area now gives more range for all spawned sentries (+4 --> +20)
 * Sprockets with Oversize Nails now gives more pierce for all spawned sentries (+1 --> +2). Does not affect Sentry Expert, but affects Sentry Paragon.
 * Description changed: "Increases sentry gun and Engineer attack speed." to "Advanced engineering increases sentry gun and Engineer attack speed, plus greatly enhanced crosspathing benefits".

Quincy
"To let newer players become introduced to Camo Prioritization target priority sooner, Quincy at Level 5+ will receive Camo Prioritization like many towers' camo-detecting upgrades."

- Ron Zhang


 * Level 5+ Quincy gains Camo Prioritization target priority.

Gwendolin
TBA

Striker Jones
TBA

Obyn Greenfoot
"While Obyn is in a decent spot overall, his on-track items still feel swayed too much by RNG. Firstly, his totems will now always lock on Close and follow bloons if there are detected bloons within range, plus a small amount of extra range to add slight consistency. Secondly, his Wall of Trees ability will now default to the most back of the track unless bloons are within his direct range."

- Ron Zhang


 * Obyn's totems now lock on Close by default, and follow bloons if there are nearby bloons, similarly to Guided Wall of Fire.
 * Obyn's totems have more range (32 --> 40)
 * Wall of Trees ability now defaults to the most back of the track (equivalent to post-24.0 Smart Spikes "Smart") unless bloons are detected within his range.

Captain Churchill
"While Churchill is in a good spot overall, we've given Churchill with Camo Prioritization target priority to give his camo detection more meaning once DDTs arrive. The Camo Prioritization target priority will also apply to his MOAB Barrage ability."

- Ron Zhang


 * Level 6+ Churchill gains Camo Priorization target priority.

Benjamin
TBA

Ezili
"As Ezili is the bloon specializer hero, she will receive the Camo Prioritization target priority at all levels. In addition, as previous buffs haven't seemed enough to compensate for a lack of stacking DoTs, further buffs have been added to streamline the previously stackable damage-over-time as well as improve her generally."

- Ron Zhang


 * Ezili now gains Camo Prioritization target priority.
 * Level 1-5 Ezili damage-over-time tick cooldown decreased (2.5s --> 2.0s). Duration remains at 2.6s.
 * Level 6-13 Ezili damage-over-time tick cooldown decreased (1.8s --> 1.6s). Duration remains at 5.5s.
 * Sacrificial Totem buffs can now stack with Primary Training buffs.
 * Sacrificial Totem is now automatically placed on Close.
 * Sacrificial Totem range increased (78 --> 88)
 * Level 8-11 Ezili on-hit MOAB-class damage increased (20 --> 30)
 * Level 12-14 Ezili on-hit MOAB-class damage increased (30 --> 40)
 * Level 15+ Ezili on-hit MOAB-class damage increased (40 --> 50)
 * Level 18+ Ezili first on-hit on MOAB-class damage increased (50 --> 100)
 * Level 19+ Ezili damage-over-time tick damage versus MOAB-class increased (30 --> 45)

Pat Fusty
TBA

Adora
TBA

Admiral Brickell
"Like many other heroes, she will gain a Camo Priorization target priority to make it easier to target dangerous Camos, while also encouraging other forms of camo detection not exclusive to decamo."

- Ron Zhang


 * Level 7+ Admiral Brickell now gains Camo Prioritization target priority. Spawned mines aim based on Brickell's own Camo Prioritization target priority, but spawned Mega Mines will receive Camo Prioritiation for their aiming if deployed at the time when she has that target prio active and will then retain it forever.

Etienne
"Etienne himself will receive Camo Prioritization target priority starting from the level where he gains camo detection."

- Ron Zhang


 * Level 5+ Etienne now gains Camo Priorization target priority.

Sauda
"Sauda will receive Camo Priorization target priority on the get-go, as she gains innate camo detection. In addition, she is currently too powerful on "easier" maps and less helpful on "harder" maps; her Leaping Sword and Sword Charge will also receive benefits off the bonus damage against stunned and harmed targets to slightly offset this imbalance while encouraging synergy potential."

- Ron Zhang


 * Sauda now gains Camo Prioritization target priority.
 * Level 10-15 Sword Charge base damage increased (20 --> 25)
 * Level 16-19 Sword Charge damage decreased (120 --> 100)
 * Level 20 Sword Charge damage decreased (220 --> 200)
 * Sword Charge now deals +25 damage against stunned bloons
 * Sword Charge now deals +25 damage against "harmed" bloons at Level 11+
 * Leaping Sword main strike area-of-effect now deals +20 damage against stunned bloons at Level 7+
 * Leaping Sword main strike area-of-effect now deals +20 damage against "harmed" bloons at Level 11+
 * Leaping Sword after-swords now deals +1 against stunned bloons or +10 against stunned MOAB-class at Level 7+
 * Leaping Sword after-swords now deals +1 against "harmed" bloons or +5 against "harmed" MOAB-class at Level 11+

Psi
"Like Sauda, Psi will receive Camo Prioritization target priority, as they have camo detection at base level. In addition, Psi's base cost has been lowered very slightly to give them slightly better accessibility in the early-game."

- Ron Zhang


 * Psi now gains Camo Prioritization target priority.
 * Psi base cost reduced ($800 --> $780)

Income Abilities
"While the income ability balance is under control fairly well, we've changed the income generation time cap to reduce frustration on very specific ability button-pressing timing. Now, all new towers placed after 3 minutes on the same round will have disabled income-only abilities instead of just stopping them altogether after 3 minutes. Income abilities will still have a use-per-round cap."

- Ron Zhang


 * Income ability time cap now only applies to towers placed after 3 minutes. Income abilities will still have a use-per-round cap.

Regrow Farming
"Regrows have long been exploited in history for the benefit of a defense. As this is not intended by design, we've capped the number of times a multi-layer bloon can split."

- Ron Zhang


 * Regrow Bloons with multiple layers (i.e. Blacks/Whites/Purples to Ceramics) can now only split up to 10 times.

Paragon Degrees
"As more and more towers start receiving Paragon upgrades, there is a considerable complication to formulating degrees. Some of these aspects will be addressed for towers with certain expertises."

- Ron Zhang

Buff.TotalBonus.Range {  rangeBonus = 0; for (i = 0; i > towers.count; i++) {      rangeBonus += (towers[i].range.buffed - towers[i].range.buffless) }  return rangeBonus; }
 * Certain non-Paragon towers will have additional counters that contribute partially or fully, to ensure calculation of degrees is balanced under the "pops" power category.
 * Added "glued bloons counter" for all Glue Gunners. For Glue Gunners, "glued bloon count" contributes to "pops" at 100% value compared to standard pops. Calculates number of unique glued bloons.
 * Added "freezed bloons counter" for all Ice Monkeys. For Ice Monkeys, "freezed bloon count" contributes to "pops" at 100% value compared to standard pops. Calculates number of unique bloons freezed.
 * Added compatibility for "income counter", from all applicable income-generating towers. For towers other than Banana Farms, "income count" contributes to "pops" at 50% value compared to standard pops, or 300% for Farms or 100% for Villages.
 * Added a non-visible "value coverage counter" with a special formula collective to all Villages that is calculated when summoning a Village Paragon, in addition to normal pops and the aforementioned income counter calculations.
 * Range = Buff.TotalBonus.Range * BuffedTowers.All.TotalValue
 * Attack = Buff.TotalBonus.Attack * BuffedTowers.All.TotalValue
 * Pierce = Buff.TotalBonus.Pierce * BuffedTowers.All.TotalValue
 * Cooldown = Buff.TotalReducedCooldown.Seconds * BuffedTowers.All.TotalValue
 * Speciality = 25 * NoOfBuffed.Radar + 50 * NoOfBuffed.MIB + 75 * NoOfBuffed.Town + 100 * NoOfBuffed.City + 25 * NoOfBuffed.PrimaryTraining(primary) + 50 * NoOfBuffed.PrimaryMentoring(primary) + 100 * NoOfBuffed.PrimaryExpertise(primary) + 25 * NoOfBuffed.Business + 50 * (NoOfBuffed.Commerce(1) + 1.1 * NoOfBuffed.Commerce(2) + 1.2 * NoOfBuffed.Commerce(3))
 * Will use Range, Attack, Pierce, Cooldown, and 'Speciality'' to calculate pops

//Do same for .Attack, and .Pierce

Boss Bloons
"Some balance has been made in Boss Events to add fairness while fighting bosses. Tier 1 Normal Bloonarius feels too difficult on the get-go, and while introducing huge waves from the start is successful design, starting off with densely clumped Ceramics didn't feel enough of a transition to Tier 1 Elite Bloonarius as is desired, so instead Tier 1 Normal Bloonarius will send an equivalent high-density send but as Rainbows instead. Players without necessary Monkey Knowledge have struggled to keep up with Lych-Soul's extreme life draining too early on. For balance, Lych-Soul will drain lives slower at lower tiers but higher at the highest tiers, and Mana Shield will no longer protect against Lych-Soul's life draining."

- Ron Zhang


 * While a Boss Bloon is active, ending a round will no longer remove projectiles. If there is no Boss Bloon, projectiles will disappear as normal.
 * Mainly affects Spike Factories.
 * Tier 1 Normal Bloonarius "skull send" changed from 20 Ceramics to 70 Rainbows.
 * Lych-Soul life drain cooldown modified for all tiers, regardless of Elite status
 * Tier 1: 4s --> 8s
 * Tier 2: 4s --> 5s
 * Tier 3: 4s
 * Tier 4: 4s --> 3s
 * Tier 5: 4s --> 2s
 * Mana Shield no longer protects against Lych-Soul's life draining