Version 34.0 was first released on December 7th 2022. It is the fifth and final major update of 2022. Several sub-updates were released in between.
In this update, the most major new change is the debut of a new returning BMC Boss Bloon, Dreadbloon. Alongside are a minor content additions such as the One Two Tree Beginner map and the Sleigh Churchill skin for Captain Churchill.
Version 34.3[]
Version 34.2 patch notes (shared with Version 34.1, 34.2, 34.3).
- Official patch notes
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Version 34.2[]
Version 34.2 patch notes (shared with Version 34.1, 34.2, 34.3).
- Official patch notes
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- Update notes (written by Bloons Wiki)
- Resolved Bloon Master Alchemist gaining (gaining?) negative damage from Shrink potions
- Rock Bloons now have visual states
- Range Buff zones on One Two Tree increased by 5% so Banana Farmers can reach more farms
- Lost ‘Named Monkeys’ trophy item should be restored to regular iOS version users
- Resolved an issue where Ace Paragon’s Bombing run could cause a desync in co-op when changing target
- Resolved some locs issues with the in-game ‘update notes screen’ translations
- Trophy store items that are new and limited time should always show at the top on each trophy store tab
- Resolved a crash that could occur activating Etienne’s Drone Swarm ability on the One Two Tree map while under a full moon when not wearing socks
- Resolved an issue with moving towers on One Two Tree would retain their buffs
- Resolved an issue with Energizer’s global cooldown buff stacking
- Race Leaderboards background should no longer be black
- Resolved a crash that could occur in co-op for uncertain reasons sometimes
- Resolved a crash that could occur on profile view pages under certain cases
- Resolved an issue preventing iOS webview from launching browser when needed
- Resolved an issue with iOS challenge browser not allowing challenges to be named
- Resolved an issue loading Rock Bloons into sandbox
- Resolved an issue with Epic Linking Codes not always working correctly
- △•△ ☉ ⧄ララ𐌗 ∴ⴳ•𐌔⇲ (translation: "Did a Cool Thing")
Version 34.1[]
Version 34.1 patch notes (shared with Version 34.1, 34.2, 34.3).
- Official patch notes
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Version 34.0[]
- Official patch notes
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While we normally do preview notes, we wanted to skip straight to releasing the full update notes before the update itself to let the community know we have made the difficult decision to delay the Beast Handler. See below for more info on that along with all the New Awesome coming this week! We have also adjusted the currently running Boss event to finish early this week so we can get this update out to players but not have balance changes impact the current leaderboards.
While not appreciated by all because of a lack of map situations it applies well in, we enjoy the quite specific niche that Juggernaut fills. However, we wanted to make some minor tweaks allowing it to apply itself better against fortified ceramics & reducing the exceptionally high ultra-juggernaut secondary balls pierce in favour of damage that can be more reliably used up.
In many situations, especially moving into the deeper lategame, T4 MOAR Glaives didn’t quite feel like enough of a step up over the T3; leading on into the high ceramic cleanup of the T5 we have decided to introduce that ceramic bonus earlier at T4 along with allowing Glaives to overcome their long-standing weakness of being consumed by nearby blockers at T4 with MOAR Glaives ignoring all blocking objects completely. In efforts to cut down on unnecessarily high pierce for more reliable base stats Glaive Lord is having its excessive orbit pierce converted into high base ceramic damage bonus on the orbit & an added bonus to the main attack as well. When the Dart & Boomerang paragons were first introduced the more expensive T5 upgrades were not taken into account for balance as much as the raw paragon upgrade cost, in addition to this we have for a long time taken a no-MK approach to general game balance, however paragons have proven that they should follow the opposite of this ideal and be balanced around a max MK assumed approach, due to MK balance the Dart Paragon gains an incredible degree bonus, so we would like to counterbalance some of that advantage in the base Boomerang design by reducing the price greatly.
Cluster Bombs has far superior pierce over top path which is the actual pierce path while also providing better overall cleanup power, so for now we’d like to reign those in a little closer.
Ice Monkey base pierce is too high, very easily countering large numbers of strong Bloons early, mid or late in the game for small investment, leading to very low tiers of ice monkey (below t3) being highly effective spam options over upgrading your ice. We are reworking some of this base pierce to require crosspath investment and buffing the damage Ice 3xx Ice Shards to compensate for some of its reduced pierce.
Glue Gunner base level doesn’t fit in as a starter placement, while not really changing that at all we feel for now if it was cheaper than $250 you'd be able to start with 2 dart monkeys & a glue on medium for more casual variety. With an expensive tier 2 and the T3 breaking the $3k mark Glue Hose doesn’t feel justifiable a lot of the time so base cost is being shifted up to T4. Bloon Solver appears to be in a fair state now but with low value save up into it from Dissolver & Liquifier, slight improvements have been made here to assist them in cleaning up in some cases it feels they should.
All paths of the Sniper Monkey are really starting to show strong use in different cases, and we’re quite happy with this, although bottom path feels like it relies a little too heavily on the top-end upgrades for such an overall cheap path, we are shifting a small amount of price out from the T3 into the T5
While working on the Ace paragon we found a way to make homing appear much cleaner on super long-range attacks, so we’d like to try out this new setup on the Flagship for a little experiment to see if this improves the gameplay feeling there. Recent changes were very popular for Pirate Lord, so now it no longer feels like it needs to be such a cheap T5. While this isn’t enough of a change to curb its newfound power too much the price will be increasing. Buccaneer Farming at the base level is in-line with other farming options, slightly weaker but with enough dps to compensate, we recently experimented with lowering the benefit Trade Empire grants to T3s to slow down this early benefit & this turned out to be quite successful however they still scale too well too quickly for a low price so we’re bringing that down more.
Sky Shredder has a higher skill ceiling than most towers so has evaded many nerfs, but is still too good for what it offers so is finally seeing a slight price increase. Same as mentioned above for the flagship, we are experimenting with new homing changes for the Spectre & Flying Fortress to improve their feeling. Users have noticed that Goliath Doomship's ability overall has far less pierce than the T4 ability, while this rarely matters at all the pierce value downgrading by that much was not an intended reduction, so we are bumping up each of those ability bombs to bring the total pierce up.
The recent Mortar 5xx rework significantly devalued 502 crosspath, undermining the work we previously put into trying to balance that choice, likewise 205 Mortar is not often used as base damage isn't relevant for Blooncineration compared to attack speed, following along with the idea of Top Path improving burny stuff damage in addition to base hit damage both of these paths will now benefit from increase burn DoT in such a way.
Laser Cannon feels it needs a small price buff. BADS on the bottom currently feels like it brings far too much power to carry the midgame for cheap so price is being shifted around from the T5 down into the T4.
Wizard Archmage currently doubles the attack speed of the main attack along with adding a sizable MOAB damage bonus, but these benefits are not applied to the extra attacks that it gains as a 533 tower, which specifically makes the 520 crosspath benefits feel disappointing and the base dragon's breath it gains quite insignificant to the main tower. Phoeniis still far too strong for an extremely cheap T4, so cost is being shifted from the T5 down.
Tech Terror's ability runs into niche issues before r100 with some cases causing it to break BFBs into ceramic rushes instead of destroying them entirely, we found a very small damage buff resolves this up to r100, solving this problem for the base game modes, and while we were here added for the possibility for the ability to also deal consistant critical hits.
Druid’s vine brambles are very bottom-heavy in power, with high performance leading into a comparably small T4 increase, so some of the pierce is being moved up into the T4.
Bank is a little too much more efficient than any other Banana Farm option, this price nerf should leave it so it really somewhat still is but not so far ahead.
Overclock's considerable longer duration benefit on lower tiers currently serves little purpose and only leads to weirdness in upgrading boosted towers, so for now we’d rather minimize this on the early cases that don’t serve much purpose .
Quincy is a fairly average jack of all trades early on and does what’s required of him there fine, and while he’s an entry level hero that is very much meant to embody that jack of all trades but master of none feeling we’d like to add a little later end-game performance boost to his currently weak lv19 so he doesn’t drop off as much.
Obyn’s Wall of Trees increase at level 20 feels like it can be a bit more of an increase, to assist him in his cleanup duty of end game super ceramics more effectively.
Some players don’t want their Trojan to activate until a certain point, or at all. The Trojan is as it is by design, however since currently Ben’s location doesn’t seem to matter much we feel that by limiting the Trojan to not target through walls this will allow that strategic use to be made if chosen via clever positioning depending on the map.
Geraldo's Sharpening Stone still stands out as extremely powerful for such a low cost, and how early he can be placed as a fast leveling hero allows for extremely easy power ramping from early on.
A small list of number changes have been changed up for CT Relic Knowledge. We are mainly here hoping to create a standout use-case difference for Restoration & Regeneration rather than one being purely better in every way.
Saving this for last, as it is the biggest rework here with the most to say. There was too much already changed to include even further changes with her all at once, but we want to take this rework further after seeing your feedback, so Sauda fans please take your time over the holidays to really get a feel for how this changes things. At first this looks like a lot of numbers going down, but that is not our only intention with the changes, Sauda’s feeling is far too much of a ‘set and forget’ play, leading her to be extremely overvalued on simple maps but have a highly lackluster feeling on many difficult ones that require further interaction. To steer away from this her base power is being lowered at a number of points, with some tweaks to both her abilities overall improving their power mainly with a huge buff to her level 7 & 11 Bloon Weakness debuffs now benefitting her abilities with CONSIDERABLY more damage than previously (previously +2 regardless of the ability damage)
Bloon Weakness Lv7 & Lv11 much larger bonus to abilities, potentially doubling total damage.
While we need to look at our planning overall and learn from the places where we bit off more than we could chew, we’re still planning on incredible updates for next year!
And finally, Happy Holidays! We absolutely love this game and working together as a team on it. We are so thankful to our players, our community, the content creators and the added entertainment they create, the player creators who push gameplay even further, and the amazing fan art, ideas, and questions that inspire us to do our best. We have huge plans for where to take Bloons TD 6 and we hope you all will keep playing and have fun helping us get there. Let’s all plan on having a very happy 2023 together as we look for more ways to involve the community in our vision and plans for where we go next, and until then please know that everyone at Ninja Kiwi wishes you the absolute best for a restful and playful holiday season! |
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“ | While we normally do preview notes, we wanted to skip straight to releasing the full update notes before the update itself to let the community know we have made the difficult decision to delay the Beast Handler. See below for more info on that along with all the New Awesome coming this week! We have also adjusted the currently running Boss event to finish early this week so we can get this update out to players but not have balance changes impact the current leaderboards. | ” |
~ Ninja Kiwi |
- Key New Features
- New Boss Bloon: Dreadbloon!
- From the dark underground depths to the skies above, Dreadbloon brings its signature connection to the subterranean to combat even the toughest of Monkey defenses. Destroy Dreadbloon’s earthen armor only to find a lead interior with new special properties - complete immunity to different Monkey Tower categories each time the armor reforms. Even Paragons in those categories are rendered temporarily harmless. As if that’s not enough, Dreadbloon also spawns resilient Rock Bloons each time a skull is reached and until its stone armor is destroyed, and these Rock Bloons are so fearsome that any Monkey set to strong targeting will feel taunted to attack the Rock Bloon before anything else. Watch out for Dreadbloon in upcoming weekly Boss events and win those prestigious Dreadbloon badges!
- New Awesome
- New Beginner Map: One Two Tree!
“ | A fun seasonal beginner map with an interesting twist! At certain rounds the trees are taken away to decorate Monkey homes leaving more space in which to build defenses. A bit like an automated Cornfield, but these plots also confer a handful of special properties to the Monkeys placed there. Pay attention to the colors and shapes on the billboard legend to help understand which Monkeys will benefit from each plot. This was a fun system to enable for use in maps, so we’ll plan to do more of this in the future and we also expect this will be heaps of fun for custom challenges - we look forward to seeing your ideas! | ” |
~ Ninja Kiwi |
- New Hero Skin: Sleigh Churchill skin
“ | Inspired by the work done in Bloons Pop, Churchill’s combat ready sleigh was an easy pick for a seasonal hero skin. We had heaps of fun with this voiceover recording; Kevin Orlando did an amazing job as always, and we promise we only made a couple of sleigh homonym puns! | ” |
~ Ninja Kiwi |
- New Achievement: Invigoration
- New Trophy Store Items
- Game & UI: Avatar 66 - Avatar of Wrath, Avatar 68 - Absolute Zero
- Competition Winning items
- Banner 24 - Boomerang Glaives by u/ReconScoutTeemo
- Banner 25 - Glyphs by u/PvtMagnuS
“ | We’ve had heaps of requests for projectile swaps, so be careful what you wish for. Some really fun ones below, but they are limited time so win those Trophies and get them while you can! | ” |
~ Ninja Kiwi |
- Limited Time only
- Co-op - Fullscreen Sleighbells emote
- Banana farm - Presents projectile swap
- Ninja Monkey - Snowflake shuriken projectile swap
- Dart Monkey - Snowballs projectile swap
- Tack Shooter - Icicles and Snowflakes projectile swap
- Avatar 65 - Christmas wreath avatar (Obyn Wolf)
- Avatar 67 - Happy Holidays avatar (Etienne)
- Banner 23 - Seasons Greetings
- New CT Team Store items
- Building Props: Christmas Tree prop
- Team Banners: Team Banner 9 - Delicate Snowflake, Team Banner 10 - Roast Banana
- Icons: Alien Icon, Crown Icon
- Frames: Bloon Frame, Military Frame
- Limited Time only
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~ Ninja Kiwi |
- Game Changes / Additions
- A number of localization fixes, especially centered around the newer Polish language option, thank you to everyone who offered their feedback on that.
- Advanced challenges & Time Attack tiles in CT will no longer earn XP
- Failed CT score submissions due to internet problems are now able to attempt to resubmit
- Boss Events now support multipliers to Boss Speed & Boss HP as an event rule
- Boss Events now support paragon count limits as an event rule
- CT Events now support splitting up tile degradation rules based on the tile type
- CT Events rules now support the option of tiles going ‘stale’, not awarding any more points but still remaining captured - we’ve built out some systems to address issues players are having with how CT works currently and will be trying some things out in future now that the systems are in place
- The Trophy Store icon on the main menu will now display a notification when there are limited time items available that you don’t yet own
- Bug Fixes & General Changes
- Resolved an issue with placing certain towers near the top of the map preventing their model from loading
- Resolved a game crash on boost upgrading a hero that has already leveled past 10
- Save icon on maps should no longer interact with clicks as if it is it’s own separate button
- Resolved a crash that could occur when exiting a custom input mode for a tower
- Resolved an issue preventing first game launch without internet for no reason
- Resolved a number of map specific placement issues
- Resolved a crash that could occur when quickly entering and exiting from CT
- Resolved an edge case with host re-joining lobby causing games to run in different modes for each player
- Resolved an issue where focus markers could remain on CT map after new event start
- Resolved a noticeable lag spike on game saving the player profile
- Resolved an issue with stacking model assets on CT island menu
- Resolved an issue with store purchased relics & their regular counterparts sometimes not stacking together
- Resolved an issue with CT King item restarting its full animation on every interaction
- Resolved an issue that could occur with the pre-game prep knowledge spikes being removed if not hitting any Bloons
- Resolved an issue with remaining Race Passes sometimes being unable to update display to the correct amount that you have
- Added ‘Teams’ icons to available player banners that are available from their Teams
- Resolved an issue where creating a paragon from the middle path T5 tower would recover cooldown instantly
- Resolved an issue where default hero skins were not initially displayed as a selectable hero skin choice
- All CT Team Store notification Pips should now be clearable by clicking on the items
- Resolved an issue with the ‘Go to Trophy Store’ button instead saying ‘remove’ on banners you don't have
- Removed Hidden T-Posing Monkeys in the background easter egg that could occur when a menu is opened over the top of the Main Menu.
- Resolved some language filtering issues
- Optimizations made to the Team Search / Quick Join search results
- Resolved some low framerate issues on specific pixel devices
- Resolved an issue with Monkey Team rewards not visually displaying for all players in co-op
- Resolved a crash that could occur when purchasing race passes on the pause menu
- Resolved a crash that could occur when loading a save with a necromancer in an odyssey
- Resolved some menu UI situations that displayed a blackened out background
- Potentially fixed that old crooked medal visual bug that still gets reported a lot
- A number of behind the scenes optimizations
- Dart Monkey
- Resolved niche cases in which Juggernaut’s projectiles would not properly be able to hit targets again after rebounds
- Boomerang Monkey
- 5xx Glaive Lord DoT can no longer be applied to DDTs from a camo village without being able to deal damage to lead
- Tack Shooter
- Inferno Ring should now swap to 'first' target on upgrade purchase
- Monkey Ace
- Resolved an issue with Goliath doomship degree 100 end trail fx were being culled from the simulation incorrectly
- Heli Pilot
- Comanche xx4 upgrade damage should no longer incorrectly change with crosspathing
- Super Monkey
- 5xx True Sun God resolved a potential Co-op error on purchasing upgrade
- 4xx & 5xx Super Monkeys should no longer attack during upgrade animation
- Captain Churchill
- Captain Churchill's Tank Drop Trophy Store item's animation now works correctly again
- Adora
- Resolved an issue with Vengeful Adora projectile assets not correctly displaying
- Etienne
- Resolved an error where Etienne would not record all stats correctly to your profile
- Lv3 Drone Swarm ability now has a forced expiration after the drone swarm duration +10s to prevent them getting stuck
- ETn beam down animation should now play correctly on loading a save
- Platform Specific fixes
- Windows Store: Resolved a crash that could occur on save
- Epic version: Webview now supports Linking Codes
- Apple Arcade: Monkey Names trophy item is no longer available for Child Accounts
- Apple Arcade: Resolved an infinite loading screen some users could come across
- Apple Arcade: Resolved an issue with Save Slot 3 not saving to iCloud when using multiple devices logged into the same iCloud account
- Apple Arcade: Resolved an issue with fresh local saves not conflicting with remote saves
- Apple Arcade: New UI to notify players of their iCloud account's enabled/disabled state
- MacOS: can no longer set game resolution to smaller than 800 x 600 since it cannot properly support a resolution that small
- MacOS: Resolved a game softlock on initial loading screen after selecting new cloud data on older version of the game
- Resolved a crash that could occur on certain iOS devices
- Resolved a map compression issue for the Alpine Run map on Android devices.
- Balance Changes
- Dart Monkey
“ | While not appreciated by all because of a lack of map situations it applies well in, we enjoy the quite specific niche that Juggernaut fills. However, we wanted to make some minor tweaks allowing it to apply itself better against fortified ceramics & reducing the exceptionally high ultra-juggernaut secondary balls pierce in favour of damage that can be more reliably used up. | ” |
~ Ninja Kiwi |
- Juggernaut now deals +2 Fortified damage
- Ultra-Juggernaut main ball now deals +5 Fortified damage
- Ultra-Juggernaut mini juggernaut ball damage increased 1 → 2
- Ultra-Juggernaut mini juggernaut ball now deals +2 Fortified damage
- Ultra-Juggernaut mini juggernaut ball pierce decreased 100 → 50
- Boomerang Monkey
“ | In many situations, especially moving into the deeper lategame, T4 MOAR Glaives didn’t quite feel like enough of a step up over the T3; leading on into the high ceramic cleanup of the T5 we have decided to introduce that ceramic bonus earlier at T4 along with allowing Glaives to overcome their long-standing weakness of being consumed by nearby blockers at T4 with MOAR Glaives ignoring all blocking objects completely. In efforts to cut down on unnecessarily high pierce for more reliable base stats Glaive Lord is having its excessive orbit pierce converted into high base ceramic damage bonus on the orbit & an added bonus to the main attack as well. When the Dart & Boomerang paragons were first introduced the more expensive T5 upgrades were not taken into account for balance as much as the raw paragon upgrade cost, in addition to this we have for a long time taken a no-MK approach to general game balance, however paragons have proven that they should follow the opposite of this ideal and be balanced around a max MK assumed approach, due to MK balance the Dart Paragon gains an incredible degree bonus, so we would like to counterbalance some of that advantage in the base Boomerang design by reducing the price greatly. | ” |
~ Ninja Kiwi |
- MOAR Glaives now gains +1 Ceramic damage
- MOAR Glaive's projectiles now ignore Line of Sight. Also affects Glaive Lord.
- Glaive Lord main attack now deals +8 Ceramic damage
- Glaive Lord Rotating Glaives bonus to ceramic increased +5 → +8
- Glaive Lord Rotating Glaives pierce reduced 1000 → 80
- Glaive Dominus price reduced $400,000 → $325,000
- Bomb Shooter
“ | Cluster Bombs has far superior pierce over top path which is the actual pierce path while also providing better overall cleanup power, so for now we’d like to reign those in a little closer. | ” |
~ Ninja Kiwi |
- Cluster Bombs secondary cluster base pierce decreased (10 → 8). Also affects subsequent upgrades.
- [undocumented] Recursive Cluster tertiary cluster base pierce 60 → 48. Also affects subsequent upgrades.
- Really Big Bombs pierce increased (50 → 60). Also affects subsequent upgrades.
- Ice Monkey
“ | Ice Monkey base pierce is too high, very easily countering large numbers of strong Bloons early, mid or late in the game for small investment, leading to very low tiers of ice monkey (below t3) being highly effective spam options over upgrading your ice. We are reworking some of this base pierce to require crosspath investment and buffing the damage Ice 3xx Ice Shards to compensate for some of its reduced pierce. | ” |
~ Ninja Kiwi |
- Ice Monkey pierce reduced from 40 → 30. Also affects subsequent upgrades.
- Cryo Cannon pierce reduced from 30 → 20. Also affects subsequent upgrades.
- Deep Freeze now increases pierce by +10
- Deep Freeze price increased $350 → $450
- Arctic Wind price reduced $2900 → $2800
- Ice Shards base damage increased 1 → 2
- Icicles can now target MOAB-Class Bloons but not slow them down
- Glue Gunner
“ | Glue Gunner base level doesn’t fit in as a starter placement, while not really changing that at all we feel for now if it was cheaper than $250 you'd be able to start with 2 dart monkeys & a glue on medium for more casual variety. With an expensive tier 2 and the T3 breaking the $3k mark Glue Hose doesn’t feel justifiable a lot of the time so base cost is being shifted up to T4. Bloon Solver appears to be in a fair state now but with low value save up into it from Dissolver & Liquifier, slight improvements have been made here to assist them in cleaning up in some cases it feels they should. | ” |
~ Ninja Kiwi |
- Base Glue Gunner cost reduced $275 → $225
- Glue Hose price reduced from $3250 → $2900
- Glue Strike price increased from $3500 → $3850
- Bloon Dissolver pierce increased from 1 → 2
- Bloon Liquefier ceramic bonus increased 1 → 2
- Bloon Dissolver DoT tic rate 0.65s → 0.575s
- Sniper Monkey
“ | All paths of the Sniper Monkey are really starting to show strong use in different cases, and we’re quite happy with this, although bottom path feels like it relies a little too heavily on the top-end upgrades for such an overall cheap path, we are shifting a small amount of price out from the T3 into the T5 | ” |
~ Ninja Kiwi |
- Semi-Automatic price reduced $3500 → $3000
- Elite Defender price increased $14,000 → $14,500
- Monkey Buccaneer
“ | While working on the Ace paragon we found a way to make homing appear much cleaner on super long-range attacks, so we’d like to try out this new setup on the Flagship for a little experiment to see if this improves the gameplay feeling there. Recent changes were very popular for Pirate Lord, so now it no longer feels like it needs to be such a cheap T5. While this isn’t enough of a change to curb its newfound power too much the price will be increasing. Buccaneer Farming at the base level is in-line with other farming options, slightly weaker but with enough dps to compensate, we recently experimented with lowering the benefit Trade Empire grants to T3s to slow down this early benefit & this turned out to be quite successful however they still scale too well too quickly for a low price so we’re bringing that down more. | ” |
~ Ninja Kiwi |
- Carrier Flagship's planes gain a new homing style that matches Goliath Doomship.
- Pirate Lord price increased $21,000 → $26,000
- Trade Empire cash per round per merchant when applied to Merchantmen reduced +$15 → +$10. Trade Empire cash per round per merchant when applied to Favored Trades still remains at +$20.
- Monkey Ace
“ | Sky Shredder has a higher skill ceiling than most towers so has evaded many nerfs, but is still too good for what it offers so is finally seeing a slight price increase. Same as mentioned above for the flagship, we are experimenting with new homing changes for the Spectre & Flying Fortress to improve their feeling. Users have noticed that Goliath Doomship's ability overall has far less pierce than the T4 ability, while this rarely matters at all the pierce value downgrading by that much was not an intended reduction, so we are bumping up each of those ability bombs to bring the total pierce up. | ” |
~ Ninja Kiwi |
- Sky Shredder price increased $40,000 → $41,500
- Spectre's projectiles now use a new homing style that matches similarly to Goliath Doomship. Also affects Flying Fortress.
- [undocumented bug]: This only applies to non crosspathed spectres (0-0-4 and 0-0-5).
- Goliath Doomship ability's Carpet Bomb pierce increased 50 → 150
- Mortar Monkey
“ | The recent Mortar 5xx rework significantly devalued 502 crosspath, undermining the work we previously put into trying to balance that choice, likewise 205 Mortar is not often used as base damage isn't relevant for Blooncineration compared to attack speed, following along with the idea of Top Path improving burny stuff damage in addition to base hit damage both of these paths will now benefit from increase burn DoT in such a way. | ” |
~ Ninja Kiwi |
- 5-0-2 The Biggest One DoT damage increased 25 → 45
- 2-0-4 Shattering Shells DoT damage increased 5 → 8
- 2-0-5 Blooncineration DoT damage increased 5 → 8
- 2-0-5 Blooncineration MOAB DoT damage increased 100 → 150
- Dartling Gunner
“ | Laser Cannon feels it needs a small price buff. BADS on the bottom currently feels like it brings far too much power to carry the midgame for cheap so price is being shifted around from the T5 down into the T4. | ” |
~ Ninja Kiwi |
- Laser Cannon price reduced $4250 → $3750
- BADS price increased $12000 → $16000
- BEZ price decreased $58000 → $54000
- Wizard Monkey
“ | Wizard Archmage currently doubles the attack speed of the main attack along with adding a sizable MOAB damage bonus, but these benefits are not applied to the extra attacks that it gains as a 533 tower, which specifically makes the 520 crosspath benefits feel disappointing and the base dragon's breath it gains quite insignificant to the main tower. Phoenix is still far too strong for an extremely cheap T4, so cost is being shifted from the T5 down. | ” |
~ Ninja Kiwi |
- 5-1-0 Archmage's Fireball damage increased to match x3x bonus fireball damage 1 → 9
- Archmage base attack rate increases now applies to secondary attacks
- 5-1-0 Fireball rate 2.2s → 1.1s
- 5-2-0 Wall of Fire rate 6.5s → 3.25s
- Dragon's Breath rate 0.1s → 0.05s
- Shimmer rate 2.5s → 1.25s
- Archmage now also adds bonus MOAB damage to extra attacks
- Dragon's Breath MOAB bonus added +2
- 5-1-0 Fireball MOAB bonus added +9
- 5-2-0 Wall of Fire MOAB bonus added +1
- Summon Phoenix price increased $4500 → $6000
- Wizard Lord Phoenix price reduced $54,000 → $52,500
- Super Monkey
“ | Tech Terror's ability runs into niche issues before r100 with some cases causing it to break BFBs into ceramic rushes instead of destroying them entirely, we found a very small damage buff resolves this up to r100, solving this problem for the base game modes, and while we were here added for the possibility for the ability to also deal consistant critical hits. | ” |
~ Ninja Kiwi |
- Tech Terror ability damage increased from 2500 → 2600
- Anti Bloon ability damage increased from 5000 → 5200
- Tech Terror every 3rd ability use crits for +50% damage. Also affects The Anti-Bloon
- Druid
“ | Druid’s vine brambles are very bottom-heavy in power, with high performance leading into a comparably small T4 increase, so some of the pierce is being moved up into the T4. | ” |
~ Ninja Kiwi |
- Druid of the Jungle brambles pierce decreased from 30 → 20
- Jungle's Bounty brambles pierce increased from 30 → 40
- Banana Farm
“ | Bank is a little too much more efficient than any other Banana Farm option, this price nerf should leave it so it really somewhat still is but not so far ahead. | ” |
~ Ninja Kiwi |
- Monkey Bank cost increased from $3500 → $3800
- Engineer
“ | Overclock's considerable longer duration benefit on lower tiers currently serves little purpose and only leads to weirdness in upgrading boosted towers, so for now we’d rather minimize this on the early cases that don’t serve much purpose . [sic] | ” |
~ Ninja Kiwi |
- Overclock no longer has a longer ability duration for towers below Tier 3 or Heroes below Level 12, reduced to 60s maximum duration.
- Overclock buff to T0 duration reduced 105s → 60s
- Overclock buff to T1 reduced 90s → 60s
- Overclock buff to T2 reduced 75s → 60s
- Quincy
“ | Quincy is a fairly average jack of all trades early on and does what’s required of him there fine, and while he’s an entry level hero that is very much meant to embody that jack of all trades but master of none feeling we’d like to add a little later end-game performance boost to his currently weak lv19 so he doesn’t drop off as much. | ” |
~ Ninja Kiwi |
- Quincy's level 19 now shoots 3 arrows at once instead of 2.
- Obyn Greenfoot
“ | Obyn’s Wall of Trees increase at level 20 feels like it can be a bit more of an increase, to assist him in his cleanup duty of end game super ceramics more effectively. | ” |
~ Ninja Kiwi |
- Level 20 Obyn Wall of Trees total RBE increased 5000 → 9001
- Benjamin
“ | Some players don’t want their Trojan to activate until a certain point, or at all. The Trojan is as it is by design, however since currently Ben’s location doesn’t seem to matter much we feel that by limiting the Trojan to not target through walls this will allow that strategic use to be made if chosen via clever positioning depending on the map. | ” |
~ Ninja Kiwi |
- Benjamin's Bloon Trojan attack no longer ignores Line Of Sight
- Geraldo
“ | Geraldo's Sharpening Stone still stands out as extremely powerful for such a low cost, and how early he can be placed as a fast leveling hero allows for extremely easy power ramping from early on. | ” |
~ Ninja Kiwi |
- Geraldo base cost increased from $600 → $700
- Sharpening Stone round duration reduced 15 → 10
- Relic Balance
“ | A small list of number changes have been changed up for CT Relic Knowledge. We are mainly here hoping to create a standout use-case difference for Restoration & Regeneration rather than one being purely better in every way. | ” |
~ Ninja Kiwi |
- MOAB Clash: reduced from +3 -> +2
- Regeneration: restore lives/round (up to starting lives) 10 -> 20
- Restoration: restore lives/round (up to starting lives +200) 20 -> 10
- Starting Stash bonus starting cash reduced $300 -> $250
- Air and Sea: discount amount reduced from 10% -> 5%
- Box of Monkey: free tower cost limit reduced from $500 -> $400
- Primary Primates: Primary Monkeys discount 10% -> 8%
- Military Monkeys: Military discount 10% -> 8%
- Magic Monkeys: Magic discount 10% -> 8%
- Monkey Tycoon: All Monkeys discount 5% -> 4%
- Heartless: regrow rate reduction 25% -> 50%
- Sauda
“ | Saving this for last, as it is the biggest rework here with the most to say. There was too much already changed to include even further changes with her all at once, but we want to take this rework further after seeing your feedback, so Sauda fans please take your time over the holidays to really get a feel for how this changes things. At first this looks like a lot of numbers going down, but that is not our only intention with the changes, Sauda’s feeling is far too much of a ‘set and forget’ play, leading her to be extremely overvalued on simple maps but have a highly lackluster feeling on many difficult ones that require further interaction. To steer away from this her base power is being lowered at a number of points, with some tweaks to both her abilities overall improving their power mainly with a huge buff to her level 7 & 11 Bloon Weakness debuffs now benefitting her abilities with CONSIDERABLY more damage than previously (previously +2 regardless of the ability damage) |
” |
~ Ninja Kiwi (Part 1 of the Sauda rework) |
- Level 2+ base pierce reduced by 1 at all levels
- Level 2-5 pierce reduced from 6 → 5
- Level 6-14 pierce reduced from 8 → 7
- Level 15+ pierce reduced from 10 → 9
- Leaping Sword on-track item's contact damage increased on most levels starting at Level 3
- Level 3-11 Leaping Sword on-track item's contact damage increased from 1 → 2
- Level 12-14 Leaping Sword on-track item's contact damage increased from 1 → 3
- Level 15-19 Leaping Sword DoT damage increased from 1 → 4
- Level 20 Leaping Sword DoT damage reduced from 16 → 6
- Note: Ninja Kiwi stated "Leaping Sword DoT" but it is actually the Leaping Sword on-track item's contact damage; Leaping Sword does not inflict DoT unlike Bloon Bleed.
- Leaping Sword on-track item now lasts longer on all levels
- Level 3 Leaping Sword on-track item duration increased from 5s → 6.5s
- Leaping Sword on-track item duration increases by +0.5s for every level after Level 3
- Level 20 Leaping Sword on-track item duration further increased from a flat 10s to 15s
- Level 3-11 Leaping Sword impact pierce increased from 20 → 30
- Level 12-19 Leaping Sword impact pierce increased from 40 → 50
- Level 20 Leaping Sword impact pierce increased from 50 → 70
- Level 10-15 Sword Charge damage increased from 20 → 30. Does not affect Level 16+.
- Leaping Sword impact damage changed on all levels starting from Level 12.
- Level 12+ Leaping Sword impact bonus damage to MOABs increased from +130 → +160
- Level 12-14 Leaping Sword impact base damage reduced from 70 → 40
- Level 15-19 Leaping Sword impact base damage increased from 70 → 80
- Level 20 Leaping Sword impact base damage reduced from 570 → 400
“ | Bloon Weakness Lv7 & Lv11 much larger bonus to abilities, potentially doubling total damage. | ” |
~ Ninja Kiwi (Part 2 of the Sauda rework) |
- Leaping Sword and Sword Charge now apply scaled damage bonuses to all stunned targets (Level 7+) and "harmed" targets (Level 11+), instead of flat +2 to bloons and +20 to MOAB-class or slightly higher on later levels. These changes carry up through all levels with all damage increases to Leaping Sword and Sword Charge (Levels 12, 15, 20 increase leaping sword damage, Levels 16, 20 increase Sword Charge damage). Assume "x" is base damage of the ability aspect.
- Lv7+ Leaping Sword impact bonus to stunned Bloons +2 → +(x/2)
- Level 7-11: +10
- Level 12-14: +20
- Level 15-19: +40
- Level 20: +200
- Lv7+ Leaping Sword impact bonus to stunned MOAB-class +2 → +(x)
- Level 7-11: +20
- Level 12-14: +40
- Level 15-19: +80
- Level 20: +400
- Lv7+ Leaping Sword on-track contact damage bonus to stunned Bloons +2 → +(x)
- Level 7-11: +2
- Level 12-14: +3
- Level 15-19: +4
- Level 20: +6
- Lv7+ Leaping Sword on-track contact damage bonus to stunned MOABs +20 → +(10 + 5x)
- Level 7-11: +20
- Level 12-14: +25
- Level 15-19: +30
- Level 20: +40
- Lv10+ Sword Charge bonus to stunned Bloons +2 → +(x/2)
- Level 10-15: +15
- Level 16-19: +60
- Level 20: +110
- Lv10+ Sword Charge bonus to stunned MOAB-class +2 → +(x)
- Level 10-15: +30
- Level 16-19: +120
- Level 20: +220
- Lv11+ Leaping Sword impact bonus to "harmed" Bloons +2 → +(x/2)
- Level 7-11: +10
- Level 12-14: +20
- Level 15-19: +40
- Level 20: +200
- Lv11+ Leaping Sword impact bonus to "harmed" MOAB-class +2 → +(x)
- Level 7-11: +20
- Level 12-14: +40
- Level 15-19: +80
- Level 20: +400
- Lv11+ Leaping Sword on-track contact damage bonus to "harmed" Bloons +2 → +(x)
- Level 7-11: +2
- Level 12-14: +3
- Level 15-19: +4
- Level 20: +6
- Lv11+ Leaping Sword on-track contact damage bonus to "harmed" MOABs +20 → +(10 + 5x)
- Level 7-11: +20
- Level 12-14: +25
- Level 15-19: +30
- Level 20: +40
- Lv11+ Sword Charge bonus to "harmed" Bloons +2 → +(x/2)
- Level 10-15: +15
- Level 16-19: +60
- Level 20: +110
- Lv11+ Sword Charge bonus to "harmed" MOAB-class +2 → +(x)
- Level 10-15: +30
- Level 16-19: +120
- Level 20: +220
- Lv7+ Leaping Sword impact bonus to stunned Bloons +2 → +(x/2)
“ |
While we need to look at our planning overall and learn from the places where we bit off more than we could chew, we’re still planning on incredible updates for next year!
And finally, Happy Holidays! We absolutely love this game and working together as a team on it. We are so thankful to our players, our community, the content creators and the added entertainment they create, the player creators who push gameplay even further, and the amazing fan art, ideas, and questions that inspire us to do our best. We have huge plans for where to take Bloons TD 6 and we hope you all will keep playing and have fun helping us get there. Let’s all plan on having a very happy 2023 together as we look for more ways to involve the community in our vision and plans for where we go next, and until then please know that everyone at Ninja Kiwi wishes you the absolute best for a restful and playful holiday season! |
” |
~ Ninja Kiwi |
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