For new players, camo is the first real game mechanic that presents a wall for new players. To combat this we have swapped the initial unlock costs of Spike-o-pult & Crossbow to nudge new players more towards upgrading down the camo path for Dart Monkeys first.
Bomb Shooter
In some cases the effort to make upgrades feel powerful eclipsed the need for monkey tower weaknesses to be supported by path or other tower synergies. Reviewing the state of White compared to Black Bloons we feel it no longer makes sense for Bomb stall path to ignore inherent Bomb weakness compared to Ice, which can’t fully get around it’s weakness until T5. MOAB Maulers have been a very strong meta spam for a while now, so we are chipping off most of its ceramic bonus at T3.
Tack Shooter
Inferno Ring is priced high for a low single-target damage pierce based tower when pierce isn't as important at high rounds, so price has been reduced. We liked Maelstrom’s pierce change, however want to ease off a little as higher density rounds feel a lot more position & timing dependent now than they need to be. Similar to Bomb, Tack Zone’s innate popping of Lead with obviously sharp projectiles no longer feels fitting and so along with a large price reduction the damage type stays Sharp.
Ice Monkey
By buffing Snowstorm to have the same cooldown as Absolute Zero we unintentionally ruined a certain style of player-made challenge based on Absolute Zero timing. We have reworked the buff from v24 in order to keep the same freeze uptime but allow this type of challenge to be possible once again.
Monkey Buccaneer
Most cases for Buccaneer currently find you better off sticking to Destroyers and adding other buffs, so we have made a couple slight nudges to this top path
Dartling Gunner
Dartling Gunner’s Rocket Storm is currently overperforming versus Buckshot, so we made slight adjustments to the price of these upgrades.
Wizard Monkey
Wall of Fire has been reworked in order to cut down on cases of frustrating randomness as well as the initial cooldown on the attack being reduced. Additionally at the highest tier all fire attacks will be further enhanced in damage
Super Monkey
As Super Monkey’s range crosspath is too often considered unnecessary for Sun Avatar & Dark Knight we have chosen to move some of Robo Monkey’s pierce down into a lower tier again
Ninja Monkey
Ninja’s Bloon Sabotage is often used in tricky rounds as a powerful slow with a long duration, so we have made a gentle price increase here to reflect that support strength.
Druid
Druid’s top path Storm & Ball Lightning upgrades needed a value boost versus other options versus other paths of other tower choices, so these have been given a small price buff for now.
Monkey Village
Monkey Village’s range at Primary Expertise has been increased slightly to open up downstream strategies by fitting additional Primary towers within range
Engineer
Engineer XXL trap is extremely powerful but too expensive for backline dps and we’d like to see it more viable for frontline engineer builds
Sauda
Yes, here it is the nerf you’ve all been waiting for. But as some in the community predicted, it’s not that much of a nerf. Sauda’s range has been tightened up as her role is specifically about high damage in a small, focused area.
Monkey Knowledge
Hypothermia’s benefits have been made redundant so the MK now has a brand new effect.
Powers
Thrive has been one of the least understood Powers in the game, and that misunderstanding has only added to the use case delta vs Cash Drops. To improve balance Thrive has been upgraded.
Bloons TD 6 - Update Notes! Version 24.0
Bloons TD 6 v24.0 - Update Notes!
New Awesome
Key Features
Big Changes / Additions
Bug Fixes & General Changes
Dart Monkey
Boomerang Monkey
Bomb Shooter
Tack Shooter
Ice Monkey
Glue Gunner
Sniper Monkey
Monkey Sub
Monkey Buccaneer
Monkey Ace
Heli Pilot
Mortar Monkey
Dartling Gunner
Wizard Monkey
Super Monkey
Ninja Monkey
Alchemist
Druid
Spike Factory
Monkey Village
Engineer
Adora
Etienne
Monkey Knowledge Force vs Force
Desktop Version
Balance Changes
Dart Monkey
The previous sharpshooter rework caused more trouble than intended in setups without much other cleanup by popping Black Bloons into large clusters of reds which then clogged up the pierce. We decided to keep the buffed attack speed value as well as adding back the stronger damage value.
Boomerang Monkey
Rotating Glaives aren’t quite enough for higher tier rounds, and especially struggle against Fortified Super Ceramics so we have added a small bonus to combat these.
Tack Shooter
Maelstrom upgrades are in a good spot overall, but specifically for the low cost of this tower with such a rapid cooldown it was able to hit too many targets under race conditions. This targeted nerf is to the value of it under those race conditions and should be negligible in other game areas.
Ice Monkey
Small tweaks to the benefit of still under-utilized T5 Ice Monkey upgrades.
Glue Gunner
More tweaks with the intent of viable stepping stones toward The Bloon Solver. Due to quirks with game state interactions temporarily preventing more nuanced changes, we have decided to leave MOAB Glue’s slow amount on MOABs as it was previously, coming back to Relentless later. However xx4 Relentless Glue will still layer over the top of it.
Monkey Ace
Similar to Tack Shooter Maelstrom upgrades, we have targeted a nerf to Ground Zero for race conditions by amounts which are not relevant outside of those conditions. Additionally Tsar Bomba has received a much smaller version of this nerf along with a reduced cooldown to increase its relevance.
Heli Pilot
Razor Rotors doesn’t synergize well with it’s own T2 and is kinda the dunce of T3 Helis
Mortar Monkey
As an expensive high-layer T5 DPS tower lurking behind a mainly support path on path 3 Mortar it’s not easy to save for, so Blooncineration has had a fair price reduction.
Dartling Gunner
Base Dartling performance doesn’t quite offset the handholding necessary to use it well, so base price has been reduced to make those first couple upgrades come a little faster. Plasma Accelerator attack delay has been buffed so that now the beam ‘tic rate’ matches the attack speed at tier 3, overall giving it a 20% buff to all DPS which carries on up to the Tier 5. Finally Bloon Exclusion Zone’s price has as well been reduced slightly for edge case balance.
Super Monkey
While not considered an issue on the same level for Races, the Bloon Annihilation ability has preemptively had pierce reduced under the same reasoning as Ground Zero and Maelstrom, but by amounts that still likely won’t be noticeable even under most Race conditions - but we’re keeping an eye on it. Additionally the price of this upgrade has been reduced by a fair amount.
Alchemist
Alchemist has been given a small push towards the current underused Brew crosspath. Previously this crosspath only applied a benefit to Brew & Stimulant but now along with a buff to that, Acidic Mixture Dip will also gain a slight benefit from the crosspath.
Spike Factory
Spiked Balls are used quite a lot, but we like their overall position right now so they have had only a slight bump up in price, along with a bigger decrease to the price of T4 Spiked Mines. In addition, Permaspike’s neglected crosspath has had a small pierce increase as currently their only real use is under custom challenge rules.
Obyn Greenfoot
To cut down a little on the RNG aspect of Obyn strategies, his abilities will now be able to target Bloons in the same fashion as Gwendolin’s Cocktail, and only place randomly while none are within radius (yay!).
If you are visually attuned and missed it above, we’d like to shout out the winners of the avatar competition again! You can find the full list here.
These will be added into the next few updates in no particular order!
Bloons TD 6 - Update Notes! Version 23.0
We’re back from holidays mini-update!
New Awesome
Challenge Browser changes / additions
Big Changes / Additions
Bug Fixes & General Changes
Monkey Sub
Monkey Ace
Mortar Monkey
Wizard Monkey
Alchemist
Monkey Village
Engineer
Dartling Gunner
Striker Jones
Obyn Greenfoot
Ezili
Pat Fusty
Knowledge
Balance Changes
Dart Monkey
While we’re happy with Dart Monkey being a more niche or early use tower, too many people were finding Juggernaut itself even further niche or lackluster on first impression. While retaining the overpower power potential we’ve added a beefy impact to each individual target hit, and we’ve tweaked sharpshooter slightly to provide similar power but with more of a speed focus to enable more distinct crosspath choice between speed and pierce.
Boomerang Monkey
Small price adjustment to push when you get this tower a little closer to when it’s useful.
Bomb Shooter
Small nerf to the regular-Bloon power of MOAB Mauler’s domination.
Tack Shooter
With pierce and range on the base Tack Zone so high that increases weren’t noticeable the middle crosspath was underserved. To balance crosspathing we have reworked the base Tack Zone around lower values then improving them greatly for the crosspaths.
Ice Monkey
Ice Monkey power is currently too bottom heavy and mid-to-higher tiers are neglected, so some tweaks to mid-tier upgrades have been made.
Glue Gunner
Adjustments to top-path upgrades to make each step more noticeable. Very small nerf to the slow amount on MOAB Glue as it has for a long time held a dominating spot in MOAB support, but this same amount has been returned to the previous value at Tier 4. We are still looking at future improvements here, including reworking the priority tree of glue stacks.
Sniper Monkey
Small improvements for underloved sniper upgrades with respective path specialties intact. As bottom path sniper has proven superiority for group damage dealing in many situations and middle T4 on the group-damage path has only offered a farming option, the pierce of shrapnel has been doubled at this T4 to add offensive value as well..
Monkey Sub
As Bloontonium Reactor rarely uses up enough pierce that the pierce crosspath would ever matter, a large chunk of this has been moved into the middle crosspath.
Monkey Ace
Monkey Ace was never intended to be a great starting tower and instead come into power at mid- and high-tier upgrades, but since the base tower feels lacking to new players (and some of us old timers) we decided to rework low tier power into the base tower. In addition to this we are experimenting with adding a small amount of homing to the spectre upgrade as rapid fire missing is not the intended design.
Heli Pilot
Further small buff to Comanche as prior balancing has not felt sufficient.
Wizard Monkey
Despite ranking low overall, Wizard Lord Phoenix has dodged balance changes because of its extremely popular place as a challenge tower. With the rise of other towers in challenges, we’ve decided to start off buffing it based on its own merits in general gameplay. We’ve also added some previously intended minor changes to Prince of Darkness which were held back due to bugs that have now been resolved.
Alchemist
Lead to Gold hasn’t been a competitive 3rd tier outside of special game modes and challenges, so we’ve added some more uniqueness by allowing it to truly live up to its description and deal enough damage to instantly ‘convert’ a Lead Bloon, children layers and all, also carrying on some value here in the later game by allowing this bonus to deal extra against DDTs as well.
Druid
The most recent buff to Superstorm was great fun, but when spending pierce so quickly we wouldn’t see many extra Ball Lightnings. Since many find Superstorm lacking in pierce overall, the ‘extra’ pierce consumptions for hitting larger targets have been reduced to make it more effective and more lightningey.
Banana Farm
Monkey Bank is just too stonks even without Benjamin. This nerf shouldn’t hurt it too much, but will make it snowball a little bit slower and balance with the other paths better.
Spike Factory
Like a few other towers before it, the attack speed crosspath for Spike Factory has outshined the others. We have reworked the lower Spike Factory tiers to distribute this power more evenly while keeping high tier factories at a similar level of power.
Monkey Village
Call to Arms didn’t last enough in some critical situations where it could have made the difference, so this duration has been increased slightly.
Engineer
Sentry Expert has underperformed for a while, so we’re adding solid crosspathing buffs to all Sentries. We’ve added a pierce & speed boost to Overclock’s base upgrade and lowered the cooldown on Ultraboost to allow the possibility for it to achieve full uptime as a freeplay tower and get its stacks up faster. Finally last update we allowed Bloontrap to be set multiple times per round, and we wanted to stay on the side of caution with a long cooldown, but after seeing it in the wild we are happy to make this cooldown faster.
Dartling Gunner
As our most recently added tower we are very happy with all the excitement surrounding this beloved monkey tower and the general middleground play position. We’re happy enough with its time in the wild to make some first impression changes here which we hope you’ll continue to enjoy.
Gwendolin
The last Gwendolin change didn’t come through as well as intended for a number of reasons, so while keeping true to the intention behind this change it has been improved across the board to properly buff this again
Adora
Ball of Light’s power before level 20 has been improved to scale through the mid game better
Etienne
Etienne’s main power through mid-to-endgame intentionally comes from his UCAV, however it still overperforms and needs to be pulled back a bit.
Some Known Issues
Bloons TD 6 - Update Notes! Version 22.0 - Long live the Dartling Gunner!
Bloons TD 6 v22.0 - New Awesome Features
Noteworthy Changes / Additions
Bug Fixes & General Changes
Ice Monkey
Monkey Sub
Monkey Ace
Heli Pilot
Mortar Monkey
Wizard Monkey
Super Monkey
Ninja Monkey
Druid
Monkey Village
Captain Churchill
Ezili
Pat Fusty
Adora
Desktop Version
Balance Changes
Dart Monkey
We’re happy enough with most of Dart Monkey’s bottom path, but the T4 stepping stone has always felt pretty undesirable for the price point compared to T3 so we have just increased the attack rate slightly at tier 4
Boomerang Monkey
MOAB Press still feels dominant but not wildly outpacing other options so a small price increase has been made
Bomb Shooter
Some low tier Bomb pierce has been shifted further up into the 2xx Heavy Bombs upgrade to effectively nerf 130 Mauler meta in price, but the price of these upgrades and MOAB Damage of T4 Maulers have both been buffed to benefit other variations of bomb better. Bloon Impact’s price was increased as it didn’t need to benefit from this buff, and a buff was made to 502’s Bloon Impact’s frags to alter this underused crosspath.
Tack Shooter
Ring of Fire doesn’t perform well for the price as a low-range AoE tower with no single target advantage. Since we value the original design intent as low range AoE, we’ve lowered the price to remain a viable choice.
Glue Gunner
Glue Strike currently allows for 240 crosspath to hit MOABs with 042 being more Ceramic focused but losing the Glue Soak from top path hurts against lower layers, so we’ve increased the base amount of layers glued by Strike & Storm so that it won’t expire on non-MOABs so quickly. Additional changes are a follow up reduction to The Bloon Solver’s price and a small increase to MOAB Glue’s price due to dominance in conjunction with MOAB Press.
Sniper Monkey
Trading off rate of fire for shrapnel crosspath doesn’t work well for Maim MOAB as it’s all about being a stall tower, so instead of focussing on a damage increase here the shrapnel will now apply the benefits of the sniper’s stun & debuff to turn this crosspath choice into a question of preference in grouping vs single target. Bouncing Bullet has also had its shrapnel pierce increased as it was the only T3 sniper that did not have 3 pierce shrapnel.
Monkey Sub
Ballistic Missile previously had far too much attack speed added into the crosspath and was rebalanced for parity, but the overall performance loss from this was too much. Better balance will come from the base rate of Ballistic Missile itself.
Monkey Buccaneer
Most of the early Buccaneer’s strength comes from grapes, so to make it a little easier to start we’ve moved some cost from the base tower into Grape Shot. On that same note, we’ve piled on a bunch of bonus power to T5 Grape Shot to give it a boost against super ceramics.
Monkey Ace
While Pineapples are never the star of the show, the amount of pierce they have is completely unnecessary for their usage window and has only led to balance problems for Bombing Run, specifically in races. This high amount of pierce has been more evenly spread through higher tiers & crosspath. Flying Fortress has also been reduced in price because, while achievable, it doesn’t match well with freeplay progress.
Heli Pilot
A little more buffing of underused crosspath
Mortar Monkey
We felt like we set up the math quite well with Mortar changes last update, but regardless of this missed shots due to inaccuracy vs. attack speed turned out to be unpopular and impacted the middle path too severely. Fortunately this change led to the community finding some critical bugs in the middle path upgrades there since Mortar’s release! That said, since low tier Mortars were never powerful we chose to leave the speed buff from last update but revert the accuracy nerf. Additionally mid-path T5 mortar has had all of its T3 damage bonuses increased to better reflect its position as a Tier 5.
Wizard Monkey
Some changes have been made to wall of fire to improve race balance in particular
Super Monkey
The projectile count of the current multitudes of mini avatars spawned by boosted temples in freeplay contributes to performance decay, so we’ve capped the spawn rate of these mini avatars. Additionally middle path has received some basic buffs with Robo-Monkey feeling unbalanced for the high price and difficult crosspathing, and Tech Terror not keeping up with other towers that perform a similar role.
Alchemist
While the middle path T5 gets some use, T4 Transforming Tonic does not perform well for the low pierce amount so pierce has been increased.
Druid
Superstorm has been adjusted with a new feature to grant it a method of dealing continuous damage to the targets that it blows backwards. We know many of you will feel this needs much more work but please be patient as we will come back to it.
Spike Factory
We quite liked how the lifespan changes for xx1 spikes went previously, though this still wasn’t enough to make the path competitive and increasing this number further wouldn’t have much of an impact since most earlier rounds aren’t long enough. Spiked Balls strats have also felt too strong compared to higher tiers on top path, so touching on all of these issues slightly the base lifespan of spikes has been reduced, ceramic bonus increased on 4xx, and a new bonus added to 5xx. We have also made changes to give more purpose to 042 Spike Storm and allowed x5x Carpet of Spikes to save its cooldown so it is no longer required to avoid saving to be used in reliable strategies.
Monkey Village
Call to Arms has never had enough uptime for the small amount of space that it benefits.
Engineer
Bloon Trap can now be used more effectively
Gwendolin
Gwendolin’s Heat it Up! attack/buff has been sitting in a weird spot where it would benefit from attack speed but does not because of the cooldown which prevents it ever having full uptime. This rework makes her have a roughly similar uptime at all levels without being buffed, however she will now benefit properly with increased uptime depending on any rate modifiers applied to her. A fully juiced Gwendolin around level 15 or 18 should now be capable of achieving 100% buff uptime
Ezili
Targeting priorities set to manual instead of hard coded to allow more possibilities & precise player control
Adora
Adora’s level 7 ability served little purpose once she reached level 20, to solve this and also give her a small overall buff we have applied an extra bonus when sacrifice is used.
Monkey Knowledge - Ability Mastery
It should still be pretty crazy, but the previous state of complete 100% uptime of some level 3 buffs without any additionally applied cooldown buffs required was a little much
Bloons TD 6 - Update Notes! Version 21.0
New Awesome
Key Features
Big Changes / Additions
Bug Fixes & General Changes
Boomerang Monkey
Ice Monkey
Bomb Shooter
Monkey Sub
Heli Pilot
Mortar Monkey
Alchemist
Super Monkey
Druid
Banana Farm
Striker Jones
Obyn Greenfoot
Benjamin
Pat Fusty
Adora
Desktop Version
Balance Changes
Boomerang Monkey:
Glaive Lord’s 502 gives no use over 520 with how the main attack currently works, so now 502 will additionally apply damage to the secondary revolving attack to target a different niche. MOAB Press spam is overperforming with a high 024 preference, so we are moving pierce from the base 004 into a 204 buff to give this choice some more high density round value.
Tack Shooter:
The Ring of Fire & Inferno Ring upgrades recently received a crosspath functional rework, as we’re happy with the x2x range/pierce combo now this small follow-up is just to bring a bit more impact to the short-range 402 variant.
Ice Monkey:
While Icicles is quite fun for midgame cleanup, we acknowledge points raised on Cryo Cannon trading off it’s freeze prowess too quickly when the smaller freeze area even with such a fast rate increase still overall makes it struggle to slow as effectively. To counter this a little we have doubled the freeze radius of Cryo Cannon, but also increased damage of both the Ice Balls & Icicles to highlight more the intention of this path swapping to a damage hybrid earlier.
Glue Gunner:
The Bloon Solver recently received a small functional rework buff, this follow-up buff will make the stepping stones to it a little easier on saving.
Sniper Monkey:
To retain value in more Lead-heavy situations including against DDTs, this upgrade that has always allowed Lead popping to main attack will now also grant this to the Shrapnel from any shrapnel shot snipers mixing in this upgrade
Monkey Buccaneer
Aircraft carriers have ongoing trouble with missing targets, these changes can hopefully offer a few extra ways of supporting the weakness internally while we keep investigating this.
Monkey Ace:
Tsar Bomba currently holds low value compared to multiple Ground Zero purchases aside from the stun, this greatly requested change should hopefully add more niche benefit .
Heli Pilot
Heli Pilot manages on pursuit far too easily without any need to consider Bigger Jets unless camo or downdraft is required. For more crosspath variety than just ‘camo’ we moved more of the base Heli speed out and back into Bigger Jets with an overall buff to Bigger Jets. This should allow Bigger Jets to scale a little better than other helis through early speed ramping. Due to overall comparisons between Downdraft’s blowback & MOAB Shove we have also slashed MOAB Shove’s price by 30% to give it & Comanche more of a kickstart
Mortar Monkey:
Mortar’s Faster Reload feels like a ‘required’ as a crosspath with Burny Stuff never scaling well on any path but it’s own. We like choices not requirements so to counter this we have made Burny Stuff scale with top-path damage & shifted a small amount of the speed from Faster Reload onto the base mortar and reduced base accuracy considerably.
Wizard Monkey:
Though it was never a goal for the base tower to be great, given the additional purple weakness since BTD5 and how poorly it currently performs we feel it deserves to take rank as the cheapest magic tower along with a small buff. Dragon’s Breath crosspathing has also been finished up along with a considerable boost to scale Dragon’s Breath up against Ceramics. Finally, Unpopped Army changes are also here! We wanted to cover all of the usability issues with this upgrade while also powering it up and expanding more on the mechanic that makes it so unique. We hope this will be enough to make Wizard very useful in a number of ways, but will be keeping a watchful eye on how it plays out.
Ninja Monkey:
While Sticky Bomb still has issues we are investigating, this damage buff allows Sticky Bombs to destroy all regular MOABs from round 81 to 100 in a single bomb in standard games whether they are fortified or not. In addition since this damage runs off a timed function, somewhat similar to Alchemist’s Unstable Concoction, we felt that adding a range increase to the Sticky attack similar to Concoction should give a better chance to actually explode before the target MOAB is destroyed by other towers.
Alchemist:
Follow up steps in overall balancing use of the 420 and 402 alchemist upgrades, this brings both combinations more in-line for total cost and allows us to think about Acid Pools as its own upgrade in future rather than worrying about the impact of changing 402.
Druid:
We’ve wanted to work on this upgrade for a while but first had to deal with an issue causing it to perform far differently to intended. Unfortunately while we expected improvement from this fix, it ended up being an overall nerf. We have cut the price by a large amount to counter this and will revisit the upgrade again after this settles.
Spike Factory
Since launch xx2 has never brought enough to the table as a crosspath. Working into the long life trend of the bottom path we felt that introducing longer life at a ‘cross-pathable stage’ may work in some new niche. Along with this we made a couple small tweaks buffing what should be the ‘strength areas’ of a few of the more underperforming high tier Spike upgrades
Engineer:
Engineer is quite poor in terms of crosspathing, so we’ve added crosspath benefits to Cleansing Foam as well as an overall price buff to the middle crosspathing upgrades. We’ve been somewhat unhappy with how Overclock sits in the game for a while and especially how the interaction with tower cost causes levelling heroes naturally to be far advantageous over purchasing upgrades when this is already underused. We have made an attempt to rework these issues by moving it to a tier-based system rather than price.
Captain Churchill:
Churchill is a chunky, expensive & slow levelling powerful hero, when he was launched he fit well in this spot but his synergies have not aged well. We have started with a small XP adjustment and greatly improved the power of his MOAB Barrage
Ezili:
It felt fitting for so many reasons right now, but in addition to Unpopped Army buffs Ezili will now offer them a large pierce boost who then in turn offer up an improved cleanup tower to assist Ezili in dealing with with her main weakness
Pat Fusty:
We feel that applying the entire recent Roar nerf right away from level 3 was a mistake. To alleviate the impact here we have increased the level 3 duration to a little more than it was
Adora:
Keeping in line with our “Slow” hero XP curve, Adora’s XP requirement will be reduced to match the new curve applied on Churchill
Etienne:
While he has been highly underrated, we wanted to fit in a few quality of life tweaks to add overall nicety and smoothen progression.
Bloons TD 6 - Update Notes! Version 20.1
This update fixes a number of issues found within 20.0.You can view the full 20.0 Update Notes here.
Bug Fixes
Bloons TD 6 - Update Notes! Version 20.0
New Awesome
Key Features
Big Changes / Additions
Bug Fixes & General Changes
Race specific:
Dart Monkey
Ice Monkey
Monkey Sub
Monkey Buccaneer
Monkey Ace
Heli Pilot
Mortar Monkey
Wizard Monkey
Super Monkey
Alchemist
Druid
Banana Farm
Spike Factory
Monkey Village
Engineer
Striker Jones
Obyn Greenfoot
Benjamin
Admiral Brickell
Energising Totem
Balance Changes
Dart Monkey
Dart Monkey at its core is an early game focus tower, so we added some projectile speed options to try and help with its tendency to miss faster Bloons. Spike-o-pult’s rate was also increased and damage type changed to shatter to be more versatile of a stepping stone in niche setups saving for Juggernaut
Bomb Shooter
We’re really excited about the recent rise in Bomb fame, and we want to encourage this by buffing some of the detracting parts of Bomb Shooters. But larger groups of basic T3 Maulers are now performing far too well against everything when they are intended to be more of a MOAB Specialist. This change means little in the early game, but should pull these groups back a little in more higher round gameplay.
Tack Shooter
Inferno Ring has felt very outclassed for a long time, and more recently the tack shooter was reworked to give pierce on x2x which made the old 402 pierce crosspath not make as much sense anymore. We wanted to start work on both these issues together by reworking how Ring of Fire and Inferno Ring interact with crosspaths
Glue Gunner
Many people seem to agree 5xx Glue is ‘good’, but simply outclassed (mainly by 5xx mortar at a similar price). This won’t completely fix that, we hope to work on making the earlier stepping stone tiers a little easier to use and provide the 520 crosspath with a better niche by making Bloon Solver benefit from all pierce twice as much (which x2x provides).
Sniper Monkey
This tower felt like it’s strength too heavily required the xx2 upgrade, and that this harmed crosspath choices. So we increased the base attack rate while nerfing the increase from these upgrades. This is a slight overall buff
Monkey Sub
The cost efficiency of Sub Commander's +5 pierce favored low tiers more than we’d like. Fortunately other paths of sub don’t care so much about pierce, so as xx4 AP Darts gives its own large pierce increase we hope lowering the amount of this buff slightly will make driving to T4 more meaningful.
Heli Pilot
Pursuit Downdraft has felt like an overperformer for a very long time, but instead of outright nerfing it we increased crosspath potential for those who manually take control over their heli micro. On the opposite end of the spectrum, Pursuit Razor Rotors has underperformed due to distancing itself far too much, so we increased the range of this attack slightly.
Wizard Monkey
Second and third path upgrades get some fine tuning for more internal consistency. We want to make slow tweaks here to bring them into better balance
Super Monkey
We were finally able to properly implement a popular suggestion for the Robo Monkey, and will be keeping an eye on it’s performance more closely in this update. In addition to this, Dark Knight’s reliance on Alchemist/Obyn to reach a reasonable pierce value made it too difficult to enjoy teleporting around using Dark Knight’s new ability so we tried to cut out that dependency with a sizable pierce increase.
Alchemist
Alchemist is already widely used, but we thought of an interesting way to add some more crosspath value and wanted to take the chance to perform a small rebalance at the same time.
Spike Factory
Bigger balance shifts including Super Mines were not feasible for this update, but we did make a meaningful price reduction.
Engineer
Continuing our efforts to make crosspaths meaningful and fit the style of each path more solidly, a number of crosspath and base level balance shifts were made.
Admiral Brickell
While Brickell setups have a very specific select group of interactions, it is clear her abilities in this interaction are over performing so we want to try take a slow approach toning these back while we continue to review all Heroes each update.