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[h1]New Features[/h1]
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[*] New Hero: Fateweaver Adora
- Fateweaver Adora specializes in manipulating her opponents and turning their own strength against them.
- Fateweaver swaps Adora’s synergy with Supermonkeys for her Bad Luck effect, which increases the cooldown on the opposing hero’s abilities by 5%. Agent Jericho will have to wait a little longer before he helps himself to Fateweaver’s funds. This effect increases to 10% at level 11, and extends to all opposing monkeys at level 16.
- Fateweaver’s level 3 ability is Sharp Sting of Fate, a single high speed, high pierce attack that seeks bloons all across the map. It usually has a respectable 40 second cooldown between uses but, if your opponent tries to rush you with a bloon boost, the cooldown drops to a mere 8 seconds so she’s always ready for action.
- She wouldn’t be Adora if she wasn’t prepared to make a few sacrifices. Fateweaver can sacrifice one of your own monkeys to place the Eye of Misfortune over the enemy hero, causing bloons to move faster when they get near, with higher value sacrifices increasing the duration of the effect. It also increases the amount of XP needed for the hero to level up, slowing down their advancement.
- Finally, her Chains of Fate ability summons chains which grab nearby bloons and hold them immobile, dealing damage as they do. The damage is based on the value of the most expensive opposing monkey, so if your opponent has built a powerhouse like the True Sun God, they’re going to have to work extra hard to break through Fateweaver’s chains.
[*] New Bling Season
- Dive into a whole new season of awesome cosmetics including the Deep Sea Exploration Banner, Jelly BFB skin, and Rainbow Blur Boomerang Trails.
- Rise up and take back the forest with the Eco Warrior Obyn Showcase. Terrorize your opponent in the lobby with an army of woodland critters.
- The gang’s all here in Highwayman Jericho’s Highway Gang showcase. Jericho’s youthful proteges, Scrapper, Sweep, and Babyface, are here to learn the art of theft from the master himself.
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[h1]General Changes[/h1]
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[*] Clan War Changes
- Clans who manage to reach certain thresholds of medallions during a clan war will earn extra Golden Bananas to help them complete the bling season.
- The Ruby to Black Diamond league promotion zone is changing from top 3 to top 1.
- The Diamond to Ruby league promotion zone is changing from top 3 to top 2.
- Clans will be automatically demoted if every member was inactive during the war.
- There is now a 50 Monkey Money prize for playing your first Clan War game each day.
[*] Bling Quest Reward Changes
- The rewards for Bling Quests are being increased:
- Bronze Quests: 40 Golden Bananas to 60 Golden Bananas.
- Silver Quests: 80 Golden Bananas to 100 Golden Bananas.
- Gold Quests: 120 Golden Bananas to 140 Golden Bananas.
[*] New Bling Quests
- The following Bling Quests are being added:
-- Play 1 game using at least 1 Primary monkey (Bronze)
-- Play 1 game using at least 1 Military monkey (Bronze)
-- Play 1 game using at least 1 Magic monkey (Bronze)
-- Play 1 game using at least 1 Support monkey (Bronze)
-- Win 1 Clan War game today (Silver)
-- Win 1 game using [specific monkey] (Silver)
-- Spend $20,000 on monkeys and upgrades (Silver)
-- Win 1000 Medallions in Clan War games (Gold)
-- Reach 1000 income in a game (Gold, moved from Silver)
[*] Retired Bling Quests
- The following Bling Quests are being removed:
- Win 2 event games (Silver)
- Win 2 casual games (Silver)
- Win 1 game using only primary monkeys (Silver)
- Win 1 game using only magic monkeys (Silver)
- Win 1 game using only military monkeys (Silver)
- Reach 1000 income in a game (Silver, moved to Gold)
- Get a No Lives Lost Win (Gold)
- Win 3 games in which you lose less than 50 lives (Gold)
- Win 3 games in a row (Gold)
[*] Daily Offer
- One previously released cosmetic item will appear in the shop each day.
- The item will be a cosmetic from a bling season or hero showcase (up to season 15) that you don’t already own.
- It can be purchased for Monkey Money and refreshes every 24 hours, whether it’s purchased or not.
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[h1]Balance Changes[/h1]
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[*] Bloon Sends
- Spaced purples: bloon spacing 0.4 -> 0.3
- Grouped whites: bloons per set 3 -> 5 and bloon spacing 0.1 -> 0.07
- Since grouped blacks are better for eco and white’s bloon properties don’t impact many towers at all, the grouped whites bloon send didn’t really have any practical use. We have kept its eco efficiency the same but increased the density and amount of bloons per set, so that this bloon send can now offer a stronger rushing option as an alternative to blacks. Spaced purples have similarly been made stronger since they were rarely an effective bloon send.
[*] Dart Monkey
- x4x Super Monkey Fan Club: deals 1 -> 3 damage (2 -> 4 damage when transformed by x5x)
- x5x Plasma Monkey Fan Club: deals 1 -> 6 damage (2 -> 7 damage when transformed by x5x)
- We wanted to very slightly improve Dart Monkey’s late game potential by giving x4x and x5x additional base damage, so that these upgrades no longer only provide an ability. This additional damage also applies when the tower is converted into a super monkey from an x4x or x5x ability.
[*] Sniper Monkey
- 2xx Large Calibre: $1000 -> $800
- x2x Shrapnel Shot: $300 -> $250
- xx3 Semi-Automatic: $2500 -> $2300
- xx5 Elite Defender: $16k -> $14.5k
- Sniper is still not quite as strong as we would like. It lacks early game efficiency and its bottom path is a little too expensive for what it does, so a few price cuts have been made.
[*] Monkey Sub
- 3xx Submerge & Support: decamo pierce 100 -> 75
- 4xx Reactor: $2600 -> $2800 and decamo pierce 200 -> 150
- x1x Barbed Darts: still increases sonar pierce by 20%
- x2x Heat-tipped Darts: still increases sonar pierce by 25%
- xx2 Airburst Darts: $700 -> $800
- Sub still remains incredibly dominant. We previously lowered the decamo pierce and we do like the idea of making decamo options less reliable, but the change wasn’t significant enough and so we are lowering the pierce even further. With 3xx being less reliable now, this makes 4xx a more appealing option and so we have slightly bumped up its cost with that in mind. Lastly, we minimally increased xx2’s cost because Sub doesn’t need to be a great early tower given all of its other strong points.
[*] Mortar Monkey
- 3xx Shell Shock: $1100 -> $1300
- 4xx The Big One: $7500 -> $7300
- xx3 Signal Flare: decamo blast pierce 80 -> 55
- x5x Pop & Awe: buffs all x4x Mortars with an additional 6 -> 4 bonus BAD damage
- Mortar is another tower that has maintained a dominant presence in the meta for a while now. Similarly to Sub, we decreased the decamo pierce so that it can no longer be relied on as consistently. 3xx also stood out as a top tier mid-game option and x5x’s buff resulted in Mortar being fantastic late game, giving Mortar too many strong points.
[*] Wizard Monkey
- Base: $300 -> $250
- xx Archmage: increases main attack pierce by 4 -> 6
- x5x Wizard Lord Phoenix: Phoenix Lord main projectile damage 40 -> 55
- Wizard deserved some attention after being out of the limelight for a while now. Note that we have also indirectly buffed Wizard with the Ezili change, and we fixed a bug which allowed x5x to be much stronger than intended.
[*] Super Monkey
- No balance changes for Super Monkey, although note that there is a bugfix which is impactful on balance - 4/5xx with support sacrifices will no longer provide towers in range with +1 damage. 4xx with support sacrifices was an extremely cost effective upgrade due to this bug, so we have fixed this without changing anything else.
[*] Ninja Monkey
- Base: pierce 2 -> 3
- 3xx Double Shot: caltrops damage 3 -> 5
- 4xx Bloonjitsu: caltrops damage 5 -> 10
- x5x Grand Saboteur: ability slow down effect can soak through MOAB class bloons
- We have increased Ninja’s early-game potential since it stood out as a tower with relatively low DPS in the early game, always depending on another tower to deal the damage or to buff it. Additionally, we have made x5x Ninja’s ability stall more reliable by letting the slow effect soak through MOAB class bloons (so a stalled ZOMG will now pop into stalled BFBs)
[*] Druid
- 5xx Superstorm: 60k -> $55k
- Druid often relies on Superstorm for reliable DDT popping power, which is an expensive save up. We’ve made it slightly more affordable so that Druid strategies can have an easier time.
[*] Spike Factory
- xx3: Speed increase at start of round lasts for 6 -> 5 seconds
- We liked the previous change to xx3 and are glad to see this upgrade frequently being used now. However, it’s a bit too strong and so we would like to slightly lower the duration of the speed boost.
[*] Monkey Village
- x3x Monkey Intelligence Bureau: $7000 -> $5000
- x4x Call to Arms: $21500 -> $23500
- There aren’t many strategies that depend on MIB, so we’ve made a decent price cut to it while increasing the x4x price so that this upgrade doesn’t indirectly receive a buff.
[*] Engineer Monkey
- 1xx Sentry Gun: $500 -> $450
- 2xx Faster Engineering: $400 -> $350
- xx2 Pin: $220 -> $200
- 4xx Sentry expert: $2500 -> $2800
- xx4 Bloon Trap: max cash per trap $1000 -> $750
- 5xx Champion: sentries deal 200 -> 260 damage when they explode and attack at a rate of 0.035 -> 0.03
- Engineer’s early game upgrades aren’t great, nor is 5xx. However, Engineer has some incredibly strong upgrades, being xx4 for a huge boost in cash and 4xx for easy mid-game defense. We have altered all of these upgrades, weakening its strong points while improving its weaker ones to compensate and balance it out.
[*] Gwendolin
- Level 3: Cocktail of Fire max pierce per tick 40 -> 26
[*] Scientist Gwendolin
- Level 3: Cocktail of Chemicals max pierce per tick 60 -> 40
- Both Gwendolins have exceptional level 3 abilities with their only weakness being purples, but if that can be avoided then they’re hugely effective in demolishing any early/mid-game rush.
[*] Ezili
- Level 2: now gives Wizard Monkeys in range +2 pierce
- We wanted to give Ezili some attention and decided to do so by focusing on her Wizard synergy, giving Ezili the ability to make Wizard into an even stronger early-game tower.
[*] Smudge Catt
- Level 2: now increases pierce of main attack’s splash by 2 (5 -> 7)
- So that Smudge Catt doesn’t feel left out, we’re giving her a small buff to her early game attack at the same level.
[*] Pat Fusty
- Level 8: towers buffed by Rallying Roar now temporarily gain the ability to pop all bloon types
- Pat Fusty has been neglected for a while now. We added in this interesting change to Rallying Roar which fits in nicely since Fusty the Snowman’s Chilling Cheer also upgrades at this level.
[*] Fusty the Snowman
- Level 8: Chilling cheer gives Ice towers 2x -> 3x damage to moab class
- We wanted to buff up Fusty the Snowman as well and are doing so by improving his interaction with Ice Monkeys.
[*] Agent Jericho
- Level 9-19: Reduction in cost to fortified bloons no longer applies to BADs until level 20
- Level 20: Reduction in cost to fortified bloons now applied to BADs
[*] Highwayman Jericho
- Level 9-19: Reduction in cost to fortified bloons no longer applies to BADs
- Level 20: Reduction in cost of fortified bloons now applied to BADs
- Level 3: Stand and Deliver initial ability cooldown 33.3s -> 60s
[*] Star Captain Jericho
- Level 9: health increase to fortified bloons no longer applies to BADs until level 20
- Level 20: Health increase to fortified bloons now applied to BADs
- The Jerichos have consistently stayed dominant in the meta. While we do like the playstyle they introduce, we believe some small nerfs are warranted. Their ability to reduce the cost or increase the health of fortified bloons scaled very well as it applied to all bloons and scaled up with ramping. We have changed it so that it no longer applies to BADs unless you put in some extra cash to reach level 20. Additionally, Highwayman’s level 3 initial cooldown has been increased since he stood out as the dominant Jericho, primarily for this ability.
[*] Adora
- Base: $700 -> $650
- Base: pierce 5 -> 6
- After the initial hype died down, Adora has not at all been popular in highest arenas. We’re giving her a couple of early game buffs since she particularly struggles at this stage
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[h1]Bug Fixes[/h1]
[*] Fixed issue where Clan War games were sometimes not expended if the opponent disconnected in the lobby.
[*] Fixed issue where the x5x Wizard Monkey would spawn multiple phoenixes instead of 1.
[*] Fixed x4x Ninja Monkey only slowing nearby bloons instead of all bloons when using Bloon Sabotage.
[*] Fixed 2xx Dart Monkeys having 1 less pierce than they should while transformed using a Super Monkey Fan Club ability.
[*] Fixed misleading description of Obyn’s level 11 upgrade.
[*] Fixed IAPs sometimes not working if the games servers were experiencing downtime.
[*] Fixed 4xx/5xx Super Monkey still giving nearby towers +1 damage with support sacrifices (this should have been removed in a previous balance patch).
[*] Fixed Striker Jones’ Artillery Command ability not activating the entire effect of the x5x Mortar’s Pop & Awe ability.
[*] Fixed Bomb/Mortar abilities being unusable in some situations after activating Striker Jones’ Artillery Command ability
[*] Fixed incorrect wording on Striker Jones’ level 14 and 15 descriptions.
[*] Fixed Obyn and Ezili not being able to place totems on some areas of the Ports map.
[*] Fixed rules button not displaying in event matches.
[*] Fixed Yellow Stadium in-game UI not displaying correctly on desktop.
[*] Fixed Battle Points symbol appearing on ranked game accolades.
[*] Fixed Clan leaderboard displaying incorrectly for clans in vacation mode.
[*] Fixed MOAB status effects visuals sometimes displaying incorrectly depending on opponent MOAB skins.
[*] Fixed there sometimes being an unusually long wait time between some rounds.
[*] Fixed Striker Jones not sending his final rush fast enough in Hero Challenge (Arcade only).
[*] Fixed authentication issues on older versions of iOS (Arcade only).
[*] Fixed Hero Challenge popability detectors missing some tower combinations (Arcade only).
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Update Video: https://youtu.be/EmpkdOMyhBQ
Let us know your feedback in the comments and happy gaming! :)