
Lightbox for Version 30.0
Version 30.0 was first released on 8th February 2022. It is the first major update of 2022. Several sub-updates were released in between.
Starting off the year of 2022 are relatively minor changes, adding a small amount of new content. The Advanced Map Sunken Columns and Psi's Psimbals skin were both released on this update. Among the most major new features, Co-Op Mode now has additional custom splits that can be selected for any Co-Op game.
Version 30.1 and 30.2[]
There were no patch notes for Version 30.1 released by Ninja Kiwi. However, the App Store description suggests "Challenge browser issues and leaderboard rewards." in addition to the Version 30.0 pre-written version notes. Likewise for Version 30.2, except "Achievement fix and challenge browser fix."
Version 30.0[]
- Proposed patch notes
This was added by Ninja Kiwi on 1st February 2021, as shown on this link on r/btd6.
“ | Bloons TD 6 v30.0 - Update Preview! upcoming v30.0
Desktop Version
Balance Changes
Juggernaut just felt too niche in the current game, excelling in far too few situations, so ceramic damage has been increased leading a little better into the T5. Crossbow Master is pretty much around the entry level T5 that we want, but a little too expensive for something that brings no extra utility.
To buff Glaive Lords middle crosspath as a choice & utilize more of an attack that is mostly rendered useless by this tier, the base damage of the thrown ricochet attack has been increased. Bionic Boomerang’s price has been lowered to make this upgrade slightly more approachable, but Turbo Charge’s price increased as we’re ok with the higher tiers on this path. Finally MOAB Dom’s price has been reduced a little, while this upgrade mostly fits as an early freeplay support/carry this price buff will make it more affordable before then and slightly benefit saveup for the paragon.
Has strong meta usage, Mauler as a moab focus upgrade no longer needs the bonus to ceramic crutch
Ring of Fire doesn’t keep up well enough for where it is placed, so the attack speed increase from this upgrade has been bumped up from 15% to 25%. Inferno Ring itself feels ok but for the difficult saveup not so much, so as a bit of a buff we have added crosspathing to the Meteor attack.
Cryo Cannon has pulled far ahead of similar cheap Bloon control options, while leading into the also quite cheap Icicles which for most of the game offers more Bloon shredding support for cheaper than those other options.
Elite Sniper bouncing bullet jump distance has been reduced so that it can't quite bridge small track splits so easily, however to change up use this lost distance has been added back to crosspathing. Elite Defender falls off a lot after midgame & really lacks any true cross pathing choice, so it has had some MOAB damage added to the base attack with the amount improved from crosspathing.
Previously the rate increase to Ballistic Missile from crosspath was reduced due to Airburst having enough value on it’s own. This reason still applies as Airburst provides a significant power boost just on it’s own, so all rate increase has been removed from Airburst and applied directly to the base Ballistic Missile to help crosspath diversity slightly.
Some parts of the new Buccaneer paragon were balanced more around a Degree 100 level without properly scaling, so we have fixed up some of this to better fit scaling up to 100 reaching those values, and moved the ability for it and any possible future paragons to also scale in cooldown based on the Degree.
More of a straight quality of life, Ace has gained a new special toggle button to allow it to turn back and fly in reverse on any selected flight pattern. As Ground Zero stands out in power, & enough so to make the upgrade to Tsar Bomba questionable, some upgrade cost has been moved out of Tsar Bomba into Ground Zero to make Ground Zero more expensive while not changing Tsar much other than a slight overall cost buff. While Flying Fortress has started to see use in Boss events this feels like more of a cash dump than actual value in the tower. As Spectre value already drops off the later any game gets, the saveup into a ‘better version’ also drops off in value, and so the price should reflect that better.
Comanche Defense mostly suffered during downtime and so the base Heli at T4 has had some general improvements made to power, but the mini helis have also gained a pierce increase to provide the darts with some improved crowd control
Mortar top path feels too weak for the lead up to the Tier 5, so it along with the T5 have had some general number increases. Additionally the 302 crosspath has failed to ever see a great deal of use compared to much faster firing, to make it easier to to use up power from the DoT this path will now burn through faster
Dartling’s Ray of Doom is far too expensive for general use, so before looking at any further power related buffs we’re lowering the price. Middle Path rocket storm is too strong for something also so buffable so is getting some number changes. Additionally Rocket Storm has always fired through blockers as we didn’t want to cripple placement too much, at this point we feel like it should be strong enough of an upgrade to have to deal with the placement problems that come with blocking objects. Finally as the Laser Shock crosspath is not so favorable for Buckshot path dartlings, we have doubled down on the ‘Focus’ of Focussed Firing to also increase projectile travel distance.
As base Wizard shines in no way & doesn’t lead into any immediately good cheap lower tiers aside from Wall of Fire, the base price is being slightly lowered at the cost of an increase to Wall of Fire. The role Arcane Spike filled at game launch has been replaced as better synergies were learned & added over time. As it's slightly too expensive at some early key points the price is being lowered to hopefully fit some use in at those points. Wizard Prince of Darkness is annoying to position correctly due to the sudden massive radius increase & it also needs a power nerf. So overall here we are moving all of the range increase down into a lower amount at the T3 so that range positioning is known before buying any necromancer upgrades, as well as moving some of the lifespan of the zombies themselves into the lesser used 1xx lifespan crosspath.
We wanted some more meaning to middle path being a pierce choice aside from just being cheaper, so we’ve lowered Plasma Blast pierce but reduced its price. Sun Avatar and Robo Monkey have had small price increases while Dark Knight has had a small increase to line the T3s a little closer up. Dark Champion has had a ceramic bonus added to deal with super ceramics as it is priced only for use in that lategame range, and Legend has had a price reduction to compensate for a rework to the passive ability preventing chained use in deep freeplay.
Druid base price has been reduced slightly to fit it in a little better as a starter choice. Top path has had a number of buffs to help with both price and consistency in control over regular bloons through higher tiers. Superstorm has had a rather big price buff, however to prevent it locking up games in a boring stall state the blowback distance against ZOMGs has been halved.
To improve the consistency of Primary Expertise as a long range cleanup the attack rate has been increased.
To add a bit of quality of life solving problems with trap needing to fill once before moving to target location, Bloontraps placed off-track never being able to fill, and maybe even to just add some interesting micro, any Bloontraps will now become expired after a short delay when their Engineer has a new target set.
This upgrade didn’t have enough impact so late in the game and upgrade tree.
To help Brickell excel a little better at her thematic niche of water support, we have added a small permanent buff to all water in her radius to allow her to give them a bit of extra juice even during ability downtime. Additional minor buffs to her main slow-hard hitting revolver attack as she levels up.
|
” |
- Final patch notes
Can be found here.
“ | Bloons TD 6 v30.0 - Update Notes
Key New Features
New Awesome
Big Changes / Additions
Bug Fixes & General Changes
Gwendolin
Desktop Version
Balance Changes
Juggernaut relying on ricochets felt too niche in the current game, sadly excelling in far too few situations, so instead the Ceramic damage strength has been increased leading a little better into the T5 and benefiting it in more general straight line situations. Crossbow Master is pretty much around the entry level T5 that we want, but a little too expensive for something that brings no extra utility.
To buff Glaive Lords middle crosspath as a choice & utilize more of an attack that is mostly rendered useless by this tier, the base damage of the thrown ricochet attack has been increased. Bionic Boomerang’s price has been lowered to make this upgrade slightly more approachable, but Turbo Charge’s price increased as we’re ok with the higher tiers on this path. Finally MOAB Dom’s price has been reduced a little, while this upgrade mostly fits as an early freeplay support/carry this price buff will make it more affordable before then and slightly benefit saveup for the paragon.
Has strong meta usage, Mauler as a moab focus upgrade no longer needs the bonus to ceramic crutch
Ring of Fire doesn’t keep up well enough for where it is placed, so the attack speed increase from this upgrade has been bumped up from 15% to 25%. Inferno Ring itself feels ok but for the difficult saveup not so much, so as a bit of a buff we have added crosspathing to the Meteor attack.
Cryo Cannon has pulled far ahead of similar cheap Bloon control options, while leading into the also quite cheap Icicles which for most of the game offers more Bloon shredding support for cheaper than those other options.
Elite Sniper bouncing bullet jump distance has been reduced so that it can't quite bridge small track splits so easily, however to change up use this lost distance has been added back to crosspathing. Elite Defender falls off a lot after midgame & really lacks any true cross pathing choice, so it has had some MOAB damage added to the base attack with the amount improved from crosspathing.
Previously the rate increase to Ballistic Missile from crosspath was reduced due to Airburst having enough value on it’s own. This reason still applies as Airburst provides a significant power boost just on it’s own, so all rate increase has been removed from Airburst and applied directly to the base Ballistic Missile to help crosspath diversity slightly.
Some parts of the new Buccaneer paragon were balanced more around a Degree 100 level without properly scaling, so we have fixed up some of this to better fit scaling up to 100 reaching those values, and moved the ability for it and any possible future paragons to also scale in cooldown based on the Degree.
More of a straight quality of life, Ace has gained a new special toggle button to allow it to turn back and fly in reverse on any selected flight pattern. As Ground Zero stands out in power, & enough so to make the upgrade to Tsar Bomba questionable, some upgrade cost has been moved out of Tsar Bomba into Ground Zero to make Ground Zero more expensive while not changing Tsar much other than a slight overall cost buff. While Flying Fortress has started to see use in Boss events this feels like more of a cash dump than actual value in the tower. As Spectre value already drops off the later any game gets, the saveup into a ‘better version’ also drops off in value, and so the price should reflect that better.
Comanche Defense mostly suffered during downtime and so the base Heli at T4 has had some general improvements made to power, but the mini helis have also gained a pierce increase to provide the darts with some improved crowd control
Mortar top path feels too weak for the lead up to the Tier 5, so it along with the T5 have had some general number increases. Additionally the 302 crosspath has failed to ever see a great deal of use compared to much faster firing, to make it easier to to use up power from the DoT this path will now burn through faster
Dartling’s Ray of Doom is far too expensive for general use, so before looking at any further power related buffs we’re lowering the price. Middle Path rocket storm is too strong for something also so buffable so is getting some number changes. Additionally Rocket Storm has always fired through blockers as we didn’t want to cripple placement too much, at this point we feel like it should be strong enough of an upgrade to have to deal with the placement problems that come with blocking objects. Finally as the Laser Shock crosspath is not so favorable for Buckshot path dartlings, we have doubled down on the ‘Focus’ of Focussed Firing to also increase projectile travel distance.
As base Wizard shines in no way & doesn’t lead into any immediately good cheap lower tiers aside from Wall of Fire, the base price is being slightly lowered at the cost of an increase to Wall of Fire. The role Arcane Spike filled at game launch has been replaced as better synergies were learned & added over time. As it's slightly too expensive at some early key points the price is being lowered to hopefully fit some use in at those points. Wizard Prince of Darkness is annoying to position correctly due to the sudden massive radius increase & it also needs a power nerf. So overall here we are moving all of the range increase down into a lower amount at the T3 so that range positioning is known before buying any necromancer upgrades, as well as moving some of the lifespan of the zombies themselves into the lesser used 1xx lifespan crosspath.
We wanted some more meaning to middle path being a pierce choice aside from just being cheaper, so we’ve lowered Plasma Blast pierce but reduced its price. Sun Avatar and Robo Monkey have had small price decreases while Dark Knight has had a small increase to line the T3s a little closer up. Dark Champion has had a ceramic bonus added to deal with super ceramics as it is priced only for use in that lategame range, and Legend has had a price reduction to compensate for a rework to the passive ability preventing chained use in deep freeplay.
Druid base price has been reduced slightly to fit it in a little better as a starter choice. Top path has had a number of buffs to help with both price and consistency in control over regular bloons through higher tiers. Superstorm has had a rather big price buff, however to prevent it locking up games in a boring stall state the blowback distance against ZOMGs has been halved.
To improve the consistency of Primary Expertise as a long range cleanup the attack rate has been increased.
To add a bit of quality of life solving problems with trap needing to fill once before moving to target location, Bloontraps placed off-track never being able to fill, and maybe even to just add some interesting micro, any Bloontraps will now become expired after a short delay when their Engineer has a new target set.
This upgrade didn’t have enough impact so late in the game and upgrade tree.
Looking Forward Thanks for reading to the end! Along the lines of the Preview Notes and in an effort to share more about what we’re working on next, for BTD6 we’ll plan on including in each major update a few notes about what we’re working on next. We don’t mean to overshadow discussion and feedback on the current update - it’s most important for us to hear what you like and don’t like about what we’ve just released. But we do want to bridge what we included in an update with what the community might have wanted in the update but didn’t get, as maybe what you’re missing is exactly what we’re working on next. In the cases where what you’re keen on is not planned in the next update either, that’s where we can have more good discussions on Reddit and Discord, so looking forward to hearing from you there! Notes below are our planning, not our promises. Features can be derailed for many reasons, so we won’t be talking dates or commitments, just about what we’re working on, and we hope that is understood and still valuable.
Thanks for reading and we look forward to your feedback on Update 30 and our future plans. |
” |
New Content (30.0)[]
- Key New Features
- Co-Op Split editing.
- Players creating Co-op lobbies can now choose which Co-op split to use for the match
- Also added 2 new splits (Radioactive and Stairs) that will make their way into Co-op Challenges and even Boss Events, and of course also be an option for player-created Co-op games.
- Maps
- Added the Advanced Map Sunken Columns
- Hero Skins
- New Hero Skin, Psimbals.
- New Achievements
- Sticky Situation - Glue 500,000 Bloons
- Big Spender - Spend 1,000,000 cash in one round
- The Daily Reid - Win 365 unique daily challenges
- I'll Be Back - Spend 1,000 MM on Continues or Checkpoints
- New Monkey Knowledge
- Bionic Augmentation - Allows Turbo Charge ability to grant boomers camo vision
- Bonus Glue Gunner - Instead of a free Dart Monkey, you may now choose to start with a free Glue Gunner instead.
- X-ray Ultra - Allows Ultravision super monkeys to see, target and shoot through blocking objects.
- New Trophy Store Items
- Heroes: Striker Jones - German Shepherd pet, ETn Beam Down placement
- Monkeys: Necromancer Wizard Chomp Zombies projectile swap, Heli Pilot Hummingbird pet
- Bloons: BAD Whale skin
- Co-op: Thinking Monkey emote
- Game & UI: Flower Patch Road Spikes skin, Monkey Boost - Sugar Rush, Avatar 57 - Monkey sub, Avatar 58 - Pat Fusty
- Limited Time only {trophy items if there’s a seasonal}
- Bloon Decal - Daisy Chain Circlet
- Druid Spring Flowers avatar
- Obyn Peace emote
- So Buzzed profile banner
- Competition Winner banners
- Doodle Brilliance banner by bonbonni (*Now chompypaw)
- Arcanum Necronicom by _Concilliabule_
- Big Changes / Additions
- Sound controls. Can control hero voiceline volume and toggle pet sounds.
- Pet sounds can now be toggled separately to other sound effects.
- Additionally Hero Voices has instead been moved over into its own slider.
- Trophy Store filters
- Added subcategory filters to each store section and the inventory to help find what you’re looking for
General Changes (30.0)[]
- General
- Optimizations made to the trophy store for loading & performance
- Added a timer to the freeplay/restart/continue buttons in co-op. This delay will be shown on the buttons
- Strong target option should now prioritize fortified bloons correctly if they also have regrow
- Heroes can no longer receive customized names
- Resolved some boss leaderboards not always displaying the right medals from your profile
- Added individual reset buttons for each Odyssey island within the editor
- Resolved some Height/terrain inconsistencies with placement/visibility
- Resolved some edge of map tower footprint size issues
- Going AFK for a long time on a pause screen should no longer eventually break the UI
- Hitting Home on ‘waiting to rejoin co-op game’ should now prompt ‘are you sure?’
- Co-op resync should no longer mix up tower locations on Sanctuary
- Resolved some issues with UI being offset incorrectly on some devices/resolutions
- Translated Odyssey descriptions should no longer glitch out (or at least the quoted Zalgo assumes so)
- Boss menu can no longer be entered without an internet connection
- Resolved some issues with players from previous versions seeing extremely buggy profiles when looking at player profiles that have equipped new items from future versions. This fix will not apply to anyone playing before v30
- Reworked how co-op resyncs interact at defeats
- Resolved an issue displaying player removed messages in co-op multiple times
- User ID now included on some menu screens
- Resolved an issue that could be causing the Alchermistman and Bloonacleboy achievement to not save completion
- Resolved some tower buffs preventing Bloons from becoming frozen
- Game no longer softlocks on Review Map screen when you hit Escape key before the Review Map UI transition completes.
- Resolved a number of minor crashes
- Resolved a crash that could occur when selling Ezili to place multiple times
- Resolved an Odyssey crash that could occur when excluding all towers
- Resolved a crash that could occur from opening multiple deep links in a row
- Resolved an issue with Strong targeting working incorrectly with Camo Prio
- Resolved cases in which the remove disconnected player button would persist on co-op UI even though that player disconnected voluntarily
- Resolved an issue that could prevent players re-joining co-op games after a crash
- Resolved a number of different Locs issues
- Bomb Shooter
x2x Should no longer become ‘lower’ and lose vision over objects
- Ice Monkey
4xx Ice Monkey should no longer slow & remove camo from White Bloons without being able to damage them
[undocumented] Permafrost no longer slows White Bloons and Zebra Bloons without MIB.
5xx Super Brittle debuff duration corrected from 2s -> 3
- x3x Arctic Wind :|
x5x Absolute Zero now has an ability icon for the buff it grants other Ice Monkey
x5x Absolute Zero ice monkey buff is now correctly drained by Lych
- Glue Gunner
2xx Corrosive Glue now allows the Glue Gunner to be targeted by Acidic Mixture Dip
Super Glue now re-applies to glue to "Slowdown Stuck" bloons
- Monkey Sub
x4x First Strike Capability ability initial impact damage is now dealt before splash damage
- Wizard Monkey
- Missing sell/upgrade animations fixed
- Druid
- Missing sell/upgrade animations fixed
x5x Vine Rupture ability should now be influence by Challenge Editor cooldown slider
- Engineer
- Resolved a save loading bug that could cause Foam to target the center of the map from any location
x3x Cleansing Foam should now count damage when popping lead bloons
- Gwendolin
Lv3 Cocktail of Fire now extinguished by purple bloons
- Obyn Greenfoot
Resolved a save loading bug that could cause Wall of Trees to target the center of the map from any location
- Resolved some issues with buff applications not working correctly in all cases
- Desktop Version
- Resolved a launch softlock on Chromebooks
- Resolved an issue once again allowing scroll wheel to be a bindable hotkey
- Added new Tower Special hotkey (PageDown by default) this will activate tower unique functionality like Boomerang arm swap & Camo Prio
Balance changes (30.0)[]
- Dart Monkey
“ | Juggernaut relying on ricochets felt too niche in the current game, sadly excelling in far too few situations, so instead the Ceramic damage strength has been increased leading a little better into the T5 and benefiting it in more general straight line situations. Crossbow Master is pretty much around the entry level T5 that we want, but a little too expensive for something that brings no extra utility. | ” |
~ Ninja Kiwi |
Juggernaut ceramic bonus increased from +2 → +3
Crossbow Master price $25,000 → $23,500
- Boomerang Monkey
“ | To buff Glaive Lords middle crosspath as a choice & utilize more of an attack that is mostly rendered useless by this tier, the base damage of the thrown ricochet attack has been increased. Bionic Boomerang’s price has been lowered to make this upgrade slightly more approachable, but Turbo Charge’s price increased as we’re ok with the higher tiers on this path. Finally MOAB Dom’s price has been reduced a little, while this upgrade mostly fits as an early freeplay support/carry this price buff will make it more affordable before then and slightly benefit saveup for the paragon. | ” |
~ Ninja Kiwi |
Glaive Lord main attack damage increased from 1 → 8
Bionic Boomerang price $1600 → $1450
Turbo Charge price $4000 → $4200
MOAB Domination price reduced $60k → $50k
- Bomb Shooter
“ | Has strong meta usage, Mauler as a moab focus upgrade no longer needs the bonus to ceramic crutch | ” |
~ Ninja Kiwi |
MOAB Mauler no longer deals +1 damage to Ceramics. Does not affect MOAB Assassin.
- Tack Shooter
“ | Ring of Fire doesn’t keep up well enough for where it is placed, so the attack speed increase from this upgrade has been bumped up from 15% to 25%. Inferno Ring itself feels ok but for the difficult saveup not so much, so as a bit of a buff we have added crosspathing to the Meteor attack. | ” |
~ Ninja Kiwi |
Ring of Fire attack cooldown reduced from 0.5355s -> 0.4725s. Inferno Ring still sets attack delay to a flat 0.1.
520 Inferno Ring (Super Range) increases meteor base pierce 1 → 2
502 Inferno Ring (Even More Tacks) increases meteor damage 700 → 1000
- Ice Monkey
“ | Cryo Cannon has pulled far ahead of similar cheap Bloon control options, while leading into the also quite cheap Icicles which for most of the game offers more Bloon shredding support for cheaper than those other options. | ” |
~ Ninja Kiwi |
Icicles price increased from $2000 → $2750
- Sniper Monkey
“ | Elite Sniper bouncing bullet jump distance has been reduced so that it can't quite bridge small track splits so easily, however to change up use this lost distance has been added back to crosspathing. Elite Defender falls off a lot after midgame & really lacks any true cross pathing choice, so it has had some MOAB damage added to the base attack with the amount improved from crosspathing. | ” |
~ Ninja Kiwi |
Bouncing Bullet without Large Calibre bounce distance reduced (50 → 40). 2-3-0 remains unaffected.
Full Auto Rifle gains +1 MOAB bonus to initial bullet hit
0-x-5 Elite Defender gains +2 MOAB bonus to initial bullet hit
1-0-5 Elite Defender gains +3 MOAB bonus to initial bullet hit
2-0-5 Elite Defender gains +4 MOAB bonus to initial bullet hit
- Monkey Sub
“ | Previously the rate increase to Ballistic Missile from crosspath was reduced due to Airburst having enough value on it’s own. This reason still applies as Airburst provides a significant power boost just on it’s own, so all rate increase has been removed from Airburst and applied directly to the base Ballistic Missile to help crosspath diversity slightly. | ” |
~ Ninja Kiwi |
0-3-0 Ballistic Missile attack rate increased (1.10s → 0.994s). Does not affect Pre-Emptive Strike.
0-3-1 Ballistic Missile attack rate increased (0.995s → 0.86975s). Does not affect Pre-Emptive Strike.
0-3-2 Ballistic Missile no longer grants an attack speed buff to Ballistic Missiles.
0-5-2 Pre-Emptive Strike no longer grants an attack speed buff to Ballistic Missiles.
- i.e., Ballistic Missile attack rate reduced from 0.39375s to 0.4375s
- Monkey Buccaneer
“ | Some parts of the new Buccaneer paragon were balanced more around a Degree 100 level without properly scaling, so we have fixed up some of this to better fit scaling up to 100 reaching those values, and moved the ability for it and any possible future paragons to also scale in cooldown based on the Degree. | ” |
~ Ninja Kiwi |
All Paragon Ability Cooldowns will now increase rate in a similar formula to attack speed
Navarch of the Seas passive grapple hook rate: 0.02s → 0.06s
Navarch of the Seas active grapple hook cooldown: 20s → 30s
- Monkey Ace
“ | More of a straight quality of life, Ace has gained a new special toggle button to allow it to turn back and fly in reverse on any selected flight pattern. As Ground Zero stands out in power, & enough so to make the upgrade to Tsar Bomba questionable, some upgrade cost has been moved out of Tsar Bomba into Ground Zero to make Ground Zero more expensive while not changing Tsar much other than a slight overall cost buff. While Flying Fortress has started to see use in Boss events this feels like more of a cash dump than actual value in the tower. As Spectre value already drops off the later any game gets, the saveup into a ‘better version’ also drops off in value, and so the price should reflect that better. | ” |
~ Ninja Kiwi |
Monkey Ace can now toggle flight direction for any pattern via Reverse Flight. Cooldown of 5 seconds per use on the same Ace.
Ground Zero price increased from $14,000 → $18,000
Tsar Bomba price decreased from $35,000 → $30,000
Flying Fortress price $100,000 → $85,000
- Heli Pilot
“ | Comanche Defense mostly suffered during downtime and so the base Heli at T4 has had some general improvements made to power, but the mini helis have also gained a pierce increase to provide the darts with some improved crowd control | ” |
~ Ninja Kiwi |
Comanche Defense main heli missile attack cooldown decreased 3s → 1s
Comanche Defense main heli dart damage increased 1 → 2
Comanche Defense mini heli pierce increased 3 → 4
Comanche Commander main heli dart damage increased 2 → 3
- Mortar Monkey
“ | Mortar top path feels too weak for the lead up to the Tier 5, so it along with the T5 have had some general number increases. Additionally the 302 crosspath has failed to ever see a great deal of use compared to much faster firing, to make it easier to to use up power from the DoT this path will now burn through faster | ” |
~ Ninja Kiwi |
Bloon Buster price reduced ($650 → $500)
Shell Shock price reduced ($1100 → $900)
The Big One damage increased (5 → 7)
The Biggest One main explosion damage versus Ceramics+ increased (40 → 45)
The Biggest One outer shockwave bonus damage versus Ceramics increased (+10 → +20)
3-0-2 Shell Shock allows burn from this tower to tic twice as fast but also expires twice as fast
4-0-2 The Big One, Burny Stuff damage over time increased from 3 → 5
[undocumented] 3-0-2 Shell Shock napalm with Extra Burny Stuff burns faster (1.0s → 0.375s)
- Dartling Gunner
“ | Dartling’s Ray of Doom is far too expensive for general use, so before looking at any further power related buffs we’re lowering the price. Middle Path rocket storm is too strong for something also so buffable so is getting some number changes. Additionally Rocket Storm has always fired through blockers as we didn’t want to cripple placement too much, at this point we feel like it should be strong enough of an upgrade to have to deal with the placement problems that come with blocking objects. Finally as the Laser Shock crosspath is not so favorable for Buckshot path dartlings, we have doubled down on the ‘Focus’ of Focussed Firing to also increase projectile travel distance. | ” |
~ Ninja Kiwi |
Ray of Doom price $95k → $80k
Rocket Storm ability damage reduced 6 → 5
Rocket Storm ability duration reduced 10s → 8s
Rocket Storm ability no longer ignores Line of Sight blockers
103 Buckshot’s Focus Firing crosspath grants distance to projectiles +25%
- Wizard Monkey
“ | As base Wizard shines in no way & doesn’t lead into any immediately good cheap lower tiers aside from Wall of Fire, the base price is being slightly lowered at the cost of an increase to Wall of Fire. The role Arcane Spike filled at game launch has been replaced as better synergies were learned & added over time. As it's slightly too expensive at some early key points the price is being lowered to hopefully fit some use in at those points. Wizard Prince of Darkness is annoying to position correctly due to the sudden massive radius increase & it also needs a power nerf. So overall here we are moving all of the range increase down into a lower amount at the T3 so that range positioning is known before buying any necromancer upgrades, as well as moving some of the lifespan of the zombies themselves into the lesser used 1xx lifespan crosspath. | ” |
~ Ninja Kiwi |
Wizard base cost reduced $400 → $375
Wall of Fire price increased from $900 → $950
Arcane Spike price reduced from $10,900 → $10,000
Shimmer tower range increased from 40 → 60
Prince of Darkness tower range reduced 80 → 60
Necromancer base Zombie travel distance without Guided Magic reduced 250 → 175. 104 Necromancer base Zombie travel distance remains at 250
Prince of Darkness base MOAB travel distance without Guided Magic reduced 300 → 225. 105 Prince of Darkness MOAB travel distance remains at 300
Prince of Darkness base BFB travel distance without Guided Magic reduced 200 → 150
Prince of Darkness BFB travel distance with Guided Magic increased from 200 → 225
- Super Monkey
“ | We wanted some more meaning to middle path being a pierce choice aside from just being cheaper, so we’ve lowered Plasma Blast pierce but reduced its price. Sun Avatar and Robo Monkey have had small price decreases while Dark Knight has had a small increase to line the T3s a little closer up. Dark Champion has had a ceramic bonus added to deal with super ceramics as it is priced only for use in that lategame range, and Legend has had a price reduction to compensate for a rework to the passive ability preventing chained use in deep freeplay. | ” |
~ Ninja Kiwi |
Plasma Blasts pierce 3 → 2. Sun Avatar pierce remains at 6.
Plasma Blasts price $4500 → $3000
Sun Avatar price $22,000 → $20,000
Robo Monkey price $8400 → $8000
Dark Knight price $5500 → $5600
Dark Champion gains +2 bonus damage to Ceramic
Legend of the Night price reduced $240,000 → $200,000
Legend of the Night passive ability cooldown will carry on if the tower is sold and rebought.
- Druid
“ | Druid base price has been reduced slightly to fit it in a little better as a starter choice.
Top path has had a number of buffs to help with both price and consistency in control over regular bloons through higher tiers. Superstorm has had a rather big price buff, however to prevent it locking up games in a boring stall state the blowback distance against ZOMGs has been halved (There may be disagreement here, but we see this Superstorm change as a double positive). |
” |
~ Ninja Kiwi |
Druid price reduced from $425 → $400
Druid of the Storm price reduced from $1850 to $1650
Ball Lightning's tornado blowback at T4 improved minimum 100 → 150
Ball Lightning's tornado blowback at T4 improved maximum 200 → 250
Ball Lightning's tornado pierce increased at T4 from 30 -> 60
Ball Lightning price reduced from $5100 → $4500
Ball Lightning now has Cold Front MK freeze chance by default
Cold Front MK now increases chance from 25% → 100%
Superstorm price reduced $80k → $65,000
Superstorm blows back ZOMGs for half the distance
- Monkey Village
“ | To improve the consistency of Primary Expertise as a long range cleanup the attack rate has been increased. | ” |
~ Ninja Kiwi |
Primary Expertise attack cooldown reduced (3s -> 2.5s)
- Engineer Monkey
“ | To add a bit of quality of life solving problems with trap needing to fill once before moving to target location, Bloontraps placed off-track never being able to fill, and maybe even to just add some interesting micro, any Bloontraps will now become expired after a short delay when their Engineer has a new target set. | ” |
~ Ninja Kiwi |
0-1-4 Bloon Trap now refreshes upon pressing a new location; picking new target expires current trap and places new one. Still abides the cooldown rule for traps. Also affects 0-1-5 XXXL Trap.
- Quincy
“ | This upgrade didn’t have enough impact so late in the game and upgrade tree. | ” |
~ Ninja Kiwi |
Quincy's level 17 now shoots explosive arrows every 2nd shot instead of 3rd.
- Admiral Brickell
“ | To help Brickell excel a little better at her thematic niche of water support, we have added a small permanent buff to all water in her radius to allow her to give them a bit of extra juice even during ability downtime. Additional minor buffs to her main slow-hard hitting revolver attack as she levels up. | ” |
~ Ninja Kiwi |
Level 8+ Brickell also grants a permanent +1 pierce to all water towers in radius
Level 15-16 Brickell Revolver attack damage increased from 7 -> 9
Level 17+ Revolver attack damage increased from 7 -> 11
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