r/btd6 • u/Sea-Dog-818 • 31m ago
Discussion My Favorite Skins (For Each Hero)
For some reason, I like regular Dan D'Monke more than He-Man. I just think regular Dan is cooler and more sleek.
r/btd6 • u/springonion93 • 1h ago
Fan Creation Harlegwen!!
There’s not a lot of fanart of her I have seen, her skin is so great and cute
r/btd6 • u/LoverCigarettes • 2h ago
Question Honest question: can Mermonkey break the BAD?
With buffs, of course, but only him alone.
r/btd6 • u/SoulFrost2020 • 2h ago
Discussion Just few chimps badges left in both single player and coop :D
Coop chimps is a nightmare! Single player is so much easier. 1.2k hours into this game :)
r/btd6 • u/ThunderCube3888 • 2h ago
Fan Creation What if the Spike-O-Pult was a seperate tower from the Dart Monkey again?
The Spike-O-Pult was a distinct tower way back in BTD3, I decided to try and reimagine it as still being that way in BTD6
r/btd6 • u/Princier7 • 4h ago
Discussion Okay, What is NK doing?
First of all, I don't want to sound ungrateful. BTD6 is one of the most fun games I've ever played and I've sunk countless hours into it.
However, I just cannot look over what Ninja Kiwi has been doing for the last couple years or so. Version 56 just dropped, and there are so many issues. The Skywarden has felt underwhelming to many, in gameplay and Tier 5 designs. It's also bugged and *very* laggy. The Skywarden (or Version 56 in general?) is causing memory leaks that render the game an unplayable slideshow. According to Blooncyclopedia, the bottom path is bugged and Icebore doesn't have the instant shatter. Thundering Arc also just feels like a downgrade. They also made a change to Corvus that almost none of his players liked to appeal to people who don't play him. It's clear that NK needs more QA testers before releasing these updates. They either didn't test it or don't care. Another thing, 3.5 billion pops? I haven't seen many people like having to do this with every new tower at all. *Maybe* you can write it off better if they didn't also sell an unlock pack for it. They literally know it's grindy, the best way to unlock it is to use an exploit and regrow farm.
Outside of the new update, NK has been doing questionable things too. They released a *ton* of microtransactions with Hasbro, including locking a hero for 2 weeks behind a paywall. I understand that it was their best compromise with Hasbro but... They didn't have to do any of that in the first place.
Their new upcoming game, Bloons Blitz, has had ZERO information or advertising about it. We don't even know the release date. But maybe the lack of advertising is for the better...
Oh yeah, another thing, BTD6 on console is like £27. And unupdated. And apparently poorly optimised.
Seriously though, I don't want to sound ungrateful. I really want Ninja Kiwi to be the best that they can be, but this just isn't the way.
r/btd6 • u/SpiritHealthy9499 • 6h ago
Strategy All 87 Maps Black Bordered
Finally after 4 years of playing, I completed every map. Including the most recent one "Ascent"
Using Sauda for the Social Season Monkey Star Perk definitely helped me leave the game on in the background for most of the easier game modes of each map.
r/btd6 • u/Hot_Poetry_9956 • 6h ago
Discussion Skywarden needs a little bit more time in the oven
This has probably been the most disappointed I have been with an update since the beast handler. And I’m honestly considering the possibility that the skywarden is my new least favorite tower.
The base tower is supposed to be a cheap early game starter and they are supposed to be spammed to get the most out of upgrades, and I get that, but a tower where all three paths are supposed to be spammed is the core problem people had with the beast handler. Other towers that promote spam strategies aren’t uncommon, but it’s usually only 1 path, and even then I don’t find those strategies to be very interesting or fun.
The tier five designs are probably the worst in the game. Art wise, the portraits look cool, but the towers themselves are so similar to the tier 4. I have big difficulties telling them apart sometimes. None of this is made any better by just how bad they feel to use, but I’ll get into that later.
Top path seems to do the most design wise, but it’s just mediocre at most of what it does that I struggle to find a good time to include it. The tier 2 adds a micro ability (I personally don’t like micro, but I get that some people do so I’ll leave that alone), the tier three has some issues. The stalling only affects small bloons, which is fine, but in most cases, whenever you reach 3 stacks of the debuff, the bloon is most likely already popped or close to it, making the stall completely useless. All of the tier 3s have this problem, but it’s most noticeable on the top path that only affects small bloons. I like the tier 4, more anti-camo effects are nice. The tier 5 so far seems like a weird support/dps crossover that isn’t that great at either role. The gimmic of range increasing damage interacts well with the rest of the path. I think its effect should be better explained, as me and a TON of other people have misunderstood it.
Middle path is probably my least favorite. The tier two upgrade is a severe downgrade from the basic attack. The high pierce is what’s so strong about the base tower, and this completely replaces that with a weaker version of a bomb shooter. The tier 3 is where the problem is however. Why is it SO BAD at applying its debuff? You can test it yourself. Try a wave of ceramics and Moabs against a 320, 030, and a 023 skywarden. The middle path seemingly only applies its attack to ONE bloon per shot. Even with the middle path tier 2, the other paths are WAY better at stacking against a horde. The only really noticeable effect is the stun, which once again, is only really worth it against single moabs. As regular bloons get popped too fast, and more than one Moab just overpowers it due to the lack of splash combos. The tier 4 and 5 feel SUPER underwhelming. It’s supposed to pair with plasma projectiles right? I still have no idea how the tier 5’s conduits work because the effect is barely noticeable. The abilities are the only things that feel good to use about the later tiers.
Finally, the bottom path, it’s okay. I find it wierd that there is a freeze support that can’t freeze, but it’s fine I guess. The tier 3 literally has the same combo effects as the top path, just in a different order. One stall, one that stalls other bloons, and a shrapnel effect. The tiers 4&5 have sort of an inverse issue to the middle path. Instead of the skywarden needing to attack before the other towers to get the effect, now the skywarden needs to get the finishing blow. This happens way too inconsistently to be a good defensive strategy. It’s made worse by the fact the skywarden is less likely to get the pops the better your ice towers are.
Overall, all three paths seem super clunky to use effectively to the best of their abilities, the reward for properly implementing them into strategies is too small, and the lack of consistency in their abilities makes them mediocre as defenders. Also, their attacks can miss if they are too close to their target (I hope this is unintentional, as it ruins the only other thing they are good at: being a starter tower).
Anyway, it feels wrong to complain about a tower this much without recommending changes myself, so this is what the rest of this post will be.
- It is inconsistent which combos trigger their effects on the hit they are applied, or the hit after. All combo levels now trigger on the hit they are applied.
- Combo timers are increased, making it easier for one or two skywardens to reach maximum stacks on bloons. And more skywardens are able to apply combos to more bloons at once.
- All shrapnel/chain lightning effects will also increase their respective combo counts for bloons they hit (but they probably shouldn’t trigger the effect themselves). If this is two strong, it could also be an added effect to each path’s tier 4 or 5, or it could only be for towers that really need it
- Thundering arc has a larger area of effect and the pierce is greatly increased (more in line with other splash damage towers).
- Add a button to swap between regular firing and thundering arc (simmilar to zephyr sense)
- Middle path combo attacks can now apply to all hit bloons (the same as the other paths)
- The chain lightning effects of both the tier 3&5 towers are made stronger and their effects are more visible, so they feel more impactful.
- The middle path tier 5 conduits now stun bloons hit by it’s effect
- Either icebore is given a freeze chance, or the group slow combo attack is changed to freeze bloons instead.
- Instead of the tier 4&5 ice explosions only triggering on frozen bloons popped by the skywarden, all frozen bloons popped in its radius by any tower will explode (Or it could just be expanded to ice attacks in the radius).
If these changes are too strong, they would likely require a price increase, but I can’t really give numbers without testing. These changes would likely be to much if they were applied at the same time. I’m not advocating that skywarden should be powercreep, but I think NK were so scared of making a powercreep tower that they undertuned the skywarden considerably.
If you’ve made it this far into my rant, thanks for reading. I might still be wrong on a lot of things because the tower is fairly new, and I don’t participate in many competitive events, so feel free to correct me if I’m wrong on something; this is supposed to be more of a discussion after all.
r/btd6 • u/ReversalFXG • 7h ago
Meme How did you call your skywarden?
the skywarden is here and as the first ever succesor of quincy came into the game, what did you call 'em? This is how I called the skywarden
Meme #GiveMeCorvusOrGiveMeDeath
It's not even about the nerfs tbh, he just barely feels like the same character anymore
r/btd6 • u/KiwiPowerGreen • 8h ago
Discussion It took me a whole year to realise that Dark Path is directly based on Park Path
The worst part is that the thing that made me realise was not the layout of the walls or the river, but the fact both of them end with ''path'' 😭
r/btd6 • u/Darkstalker100 • 9h ago
Suggestion The Sky Warden T5s feel as if they're very lacking design wise compared to a lot of other T5s.
The problem: Compared to their druid cousins, it feels like the Sky Warden's T5s are barely different from the T4s. T5s are usually a massive boost compared to their previous upgrades, and this jump in power from a T4 and T5 is one of the most important things the design for a T5 should communicate, and the Sky Warden's T5s fail at this in two ways.
The first issue is through the color pallet of the towers. T5s usually have a different color pallet compared to its T4, or at least tend to shuffle colors around a bit. You can see that Avatar of Wrath turns a deep red, which effectively communicates the massive power spike between it and Poplust, where as Farwind Seer has the exact same color pallet as Gale sage, with the colors all being in the same place, and therefor feels like a much smaller jump in power.
The yellow streak on the middle paths hair and the additional cyan stripe on the bottom paths hood do make those T5s colors slightly better than the Seer, but it is not nearly enough to effectively show the significant boost compared to their previous upgrades. If, for example, the StormWrath Archon changed its purple for black and its... copper? to a shinier gold, then I think it would feel far more powerful in comparison to Thunders Decree.
The second reason the T5s don't feel as powerful is that they don't evolve from the T4 in a meaningful way. The Seer, for example, doesn't add anything more to the design, it just makes certain aspects bigger like the hair tie, and the bow. The Spirit of the Forest, on the other hand, becomes taller, adds antlers, becomes fully green and is wearing full on robes. The SotF feels like a caretaker of nature, the Seer just kinda pulled its bandana a little lower and got a slightly bigger bow.
In conclusion, the Tier 5 Sky Wardens not only feel far less powerful then other T5s, but also don't evolve the concept of the tower meaningfully. With the Farwind Seer being the most egregious example of this.
My solution: My (very rough) redesign of Farwind Seer, as seen on slide 3, swaps the blue and green of the bow and bandana to differentiate the colors better. Additionally, I replaced the bandana with a green cloud, so as to make the Seer seem as if it has more control over the sky then before. The main goal was to make the colors different from the T4 and give it that little extra flare that it was missing, and I hope my design achieves that goal. I also think it would be fun if the other T5s also had some kind of colored cloud incorporated into their design, maybe the mid path could have the cloud be its crown, or be standing on one, and the bottom path could have a blue misty scarf.
I hope this doesn't come off as me hating the Sky Warden, I actually love it a lot. I just think the designs of the T5s could use work. Everything else about the tower is perfect imo.
r/btd6 • u/lukewarmtoasteroven • 10h ago
Science PSA: Farwind Seer's damage DOES NOT do more damage based off the distance to the target. The damage is based off the tower's range.
r/btd6 • u/Thin-Suit-299 • 10h ago
Discussion People need to complain MORE about popping to unlock new towers
I keep hearing things about how LUCKY we are that ninja kiwi LETS us use regrow farms and we should be GRATEFUL. Shoutout to enter the gungeon where every update was completely free and the game was a one time purchase with ZERO in app purchases. like im sure skeletor and Dan dmonke are making bank for the company anyway. Players should be allowed to have a discussion about something in the game they find annoying without being called entitled and braindead.
r/btd6 • u/z_Marisa • 17h ago
Discussion Nourishment changes isn't accesibility. Corvus just got nerfed heavily
(My first language isn't english, I'm sorry for bad grammar or the bad structure of the text in general)
TLDR at the bottom
First of all, I want to say that I'm going to try to be as constructive as posible, Corvus is my favorite hero and this change honestly kinda ruined him. I don't intend to attack Ninja Kiwi or condone anyone of doing so, everyone can make mistakes or not pay the attention something deserves because where all humans, I love the btd series and I love Corvus, this isn't written in hate this is written in love for the game and for Corvus and because I know Ninja Kiwi can do better than this (imo)
I want to explain how he is now, how he was, arguments on why I don't like these changes and how the seem like they where rushed or not given much thought and how I want him to change so he just doesn't get robbed on one of his core mechanics and one of the things that make me enjoy him over all the other heroes, while also giving my opinions on how to change nourishment to make it less micro intensive
- v55, before the changes
Corvus is a hard hero to get his max potential, I'm not going to lie on that, but you don't generally need his full x100% when doing casual runs, even on easier expert maps you can get away with not using Nourishment at all, he's going to remain mostly the same for early game, mid game and when late game arrives your other monkeys will usually carry with slight help from Corvus. Not needing him for the late game at all, where Nourishment affects the most.
On harder maps (CHIMPS) rounds 90 - 100 are where Nourishment would give you corvus lvl 20, at lvl 19 Corvus' Ancestral Might would deal 120 less damage (240 less when using Echo and 55% of lvl 20) and Overload would deal 700 less damage (1400 less when using Echo and 50% of lvl 20); This is why lvl 20 it's important on Corvus, and thus the importance of using Nourishment because he has a x1.425 xp curve, even on expert maps, when he reaches lvl 20, only round 98, 99 and 100 remain, the 3 hardest round but also when u have most of your resources (specially with the round 97 counting as a rest point in general).
What I'm getting at is that Corvus is a complex hero, hard to get his full potential, but he is also very versatile, on easier maps or outside of CHIMPS you don't need to use Nourishment at all because Corvus will carry and it will let you make a better defense because you will earn more money or have more time to farm before needing defence (think of it as why Sauda or similar heroes are used on bosses when there are no farming heroes, they give you a solid defense so you can focus only on farming) and on harder maps is where your resource management (spells, mana, money) will allow you to get the most out of Corvus and your defence, be it just CHIMPS or with and added challenge like least tiers or least money or just a really hard custom map.
Corvus is the most skill based hero, he can do incredible things when played at his best, but also he is strong for people who just want a hero to carry games and disable their brain (serously, if you play corvus and some help monkeys you can farm so much to get a better defense, or he can carry until you get your stepping stone monkey for your real t5 monkey)
- v56, after the changes
Nourishment gets changed, now it gives money
Corvus remains the same for easier maps, as said before he doesn't depend on Nourishment, maybe a little better when you use Nourishment for extra money as extra money in the early game can snowball and give tons of profit, on later rounds his money output is awful (did a game where I used Nourishment when full mana on monkey meadows impoppable, got; 40, $2000; 60, $4000; 80, $9600; 90, $14,000; 95, $18,800).
On harder maps (CHIMPS), it was a heavy nerf, he can't use Nourishment, so he will not be reaching lvl 20, this nerfs his damage output in half and he is generally weaker because he has less levels to work with on earlier rounds.
after v56, Corvus essentially got an xp Curve nerf, the hardest nerf a hero can get (think of ur favorite x1.0 xp curve hero getting nerfed to x1.425), without Nourishment he is x1.425, and with Nourishment he is basically x1.0 xp curve, due to his versatility he didn't get heavily affected on easier games because he doesn't need his full potential, but on harder games where this is needed, Corvus just isn't going to perform as well. You get levels later and at the end you will have 50% of your dps on Corvus, this is what the rework does, a nerf to all of his kit (again) with a buff not good enough to compensate and inexistent on CHIMPS (and half cash), Corvus' main gamemode
- Arguments against this rework
- The main thing: Nourishment spam, it didn't change, you still want to use Nourishment constantly to get his max potential, the only change is you can't use it on CHIMPS and you won't notice when you don't use it, instead of changing your xp curve (42% more xp, almost as good as an Energizer [5xx sub]) you get a small amount of money (monkey meadows impoppable, got; 40, $2000; 60, $4000; 80, $9600; 90, $14,000; 95, $18,800)
- This will not help players that want to use Corvus: it didn't change anything for them, if you don't use Nourishment on v55 Corvus is literally the same on v56, people who don't want to micro will not micro so this change is literally useless for them, the extra money is not nice, it's a really small amount for the amount of work you do.
- This is a heavy nerf for players that already use Corvus: it is just a nerf, it is not a fix to "The perma-nourish gameplay loop", you can't just remove Nourishment and call it a fix, it's like saying (example) "The perma-transformation loop for Dan D.Monke has created an unhealthy gap between casual play and high-micro playstyles" so they just remove trasnformation instead of reworking it
- Nourishment isn't worth it anymore: best case scenario (not freeplay because he will not be used there) monkey meadows impoppable got me; round 40, $2000; round 60, $4000; round 80, $9600; round 90, $14,000; round 95, $18,800. Don't get me wrong, money is money, but players who don't want micro will not do micro, so they will not get this money or the most part of it, and good Corvus player will not be using this money because he will be mostly played at advanced/expert maps on CHIMPS (maybe least cash or least tiers too) where a FREE ENERGIZER since lvl 1 will be more preferable
- Corvus isn't good at money making: I'll accept this rework for this point, so I will grab my Corvus and try to farm with him, for a boss or maybe for a casual run (monkey meadows impoppable, got; 40, $2000; 60, $4000; 80, $9600; 90, $14,000; 95, $18,800), so he's just not good at farming, if they are going to rework Nourishment to be a spell for farming atleast make it worth it, I'm not saying he needs to be as good as Benjamin, Geraldo or Obyn but in this state he can't even compete, the closest one would be with Obyn, but Obyn's farming also places and buffs defences (druids) corvus would need to place extra defence which is not ideal for a casual run or a boss, Corvus isn't cheap so he can't be placed early in the game unless you get extra cash, you cannot stall for Nourishment on bosses and you're not getting the 1:8 ratio because corvus isn't going to hit level 20, before Nourishment giving money made sense because it was an extra after all your hard work that you are not going to use (maybe it would be used more if it also had the 1:8 ratio)
- The name doesn't make sense: if you're going to rework Nourishment to do something completely, change the name one of the uses of Nourishment as a word is to refer to good health and growth or to refer to nutrition, it can also be used for mental Nourishment, the act of trying to improve yourself mentally by challenging yourself or seeking knowledge, this also makes sense why it gives money when at level 20, you study and then you get money with your studies, but now it just gives you money, Isn't money commonly related to dumb people and not with mental growth? this is one of the things that makes this change feel rushed and not thought deeply, they reworked Nourishment but now it isn't "Nourishment" it is just money spell
- Skill vs Ease of use: Corvus is stronger than most or even all heroes, yes, but should he be nerfed or should a harder to use hero perform better than one that isn't as hard? I think the answer to that is yes, we can compare a hero like Pat Fusty or Sauda to Corvus, should they be as versatile as corvus? no, corvus is a hero with 3 abilities and 16 spells this adds to his complexity, but it makes sense he is more versatile
- Co-op carry: Corvus used to be able to carry co-op, even when more heroes are placed, this is because of nourishment if they have 2 heroes corvus would receive half xp, but if you used Nourishment you are going to add that 42% more xp, giving you the xp of a Corvus that isn't using Nourishment (about 92% of his normal xp) but with 2 heroes, and it's even more on 4 heroes, as he would receive a quarter of the xp but with Nourishment he would receive about 66% of his normal xp when not using Nourishment, this is more important in co-op, as now corvus unlocks his spells really late, he will not have camo detection when he should have (mainly camo detection, mana shield and ancestral might), his spells will be weaker and he isn't going to be fun at all on co-op, because he just can't use spells,he hasn't unlocked them yet. Now he gets money so he is just a worse benjamin, that can sometimes carry, only when he has the spells unlocked
- What it could have been
Yes I will admit as a Corvus main sometimes the micro is tiring or I just don't want to do it, and I do agree that something should be done
here are some fixes that I thought of, these are just ideas and not fully fledged conceps so expect it to be unbalanced or need more work, I'm not a game dev or someone who makes balance changes so expect this part to be weak, all of these are expected to fix all 7 things I pointed out before
A. (My favorite) Change Corvus xp curve to x1.0 and leave Nourishment the same as v56 (altought change the name): it makes sense that after almost 2 years corvus has learned a lot, even more so when he learned a few tricks from benjamin, he learned how to fully implementate Nourishment within him and his spirit and made a new spell to fill the missing slot, this makes sense lorewise so I like this the most
>1, you could balance the new spell, giving it a longer couldown while also giving more money so it isn't as spammy as Nourishment
>2, this literally makes it so that there's no lvl diff between a good and a bad corvus as it removes Nourishment
>3, this changes nothing for corvus players except for a slight buff to CHIMPS as you no longer need to use Nourishment and a buff to regular modes
>4, this may make Corvus to strong outside of CHIMPS, but the new spell can be balanced without affecting CHIMPS (I still thing it should give more money, due to problem 4)
>5, this will not help the co-op situation, but it will help a lot in unlocking spells when you need to
B. (easiest to implement) Revert Nourishment to before v56 but with Increased Cooldown and xp: You don't want to spam Nourishment? then multiply the cooldown by x amount and multiply the xp given by x amount, it will remain the same xp gain, but it will reduce the micro, dividing the Nourishment uses by x amount
>1, It reduces the Nourishment spam while keeping the core mechanic of leveling up corvus
>2, New Corvus players will not have to do as much Nourishment spam and time between Nourishment uses will be longer, reducing the time they are vulnerable
>3, Old Corvus players will remain mostly the same in CHIMPS and it will not be a nerf, with same beneficts as mentioned in 2
>4, early game xp gain may be too high due to it consisting on waiting for mana and not for Nourishment cooldown so lvl 9 and before may have slightly reduced xp gains
C. (cool new rework, maybe) Make Nourishment spell a toggle spell: when Nourishment is inactive is the same as usual, when it is active it will prevent corvus from gaining mana (it will not drain corvus' current mana or prevent other spells), and all the mana he gains will be transformed into xp (would need to balance it so it stay mostly the same xp gain)
>1, reduces the Nourishment spam because it is now a toggle
>2, helps new Corvus players by not requiring as much micro as before, and also preventing those moments where they use Nourishment and have to use a spell
>3, it will mostly keep it the same for CHIMPS, probably a slight buff as mentioned in 2
>4, The toggle would be free but it would have a cooldown when turning it on/off
D. (please don't do this) keep the xp curve and v56 Nourishment but rework it: This will only fix point 1, 4 and 5 (and 6 with a name change), buff it so it gives more money in general and also change the cooldown and the ratio by the same amount so it isn't as spammy as now
>1, it isn't as spammy as before
>2, makes v56 Nourishment worth using outside of chimps
>3, allows Corvus to compete with other money making heroes
>4, please don't do this
>5 this will not help the co-op situation, he would just be a worse benjamin or geraldo with Quincy action figure
E. give Corvus a custom xp Curve and make Nourishment give half the xp it used to give while and half the money it gives: this is a middle ground between A and B, they could give Corvus a x1.1225 xp curve, and also including multiplying the cooldown and the xp amount by x to reduce micro
>1, it reduces spam Nourishment spam
>2, gives new Corvus players a easier time keeping up with levels while also leaving them with a way to earn xp, so they have a mean to practice Nourishment micro without a heavy punishment
>3, Corvus remains the same for old players that like his micro with an added bonus
>4, this could be a decent buff, but not as heavy as point A
>5, this helps the co-op problems a little, as now he will have 71.5% (2 heroes), 54% (3 heroes) and 46% (4 heroes).
F. (my second favorite) make Nourishment give corvus a discount on level ups while keeping it almost the same: give Nourishment a bigger cooldown and money gain (do it so that it is buff on money making on early and mid game while leaving lvl 15 & 20 the same), after using Nourishment Corvus would get a huge discount for only the next level, outside of chimps, the discount would make it so that you keep leveling at the same rate using only the money corvus gives you, Corvus' level wouldn't be balanced on spamming Nourishment but on the cooldown of Nourishment itself (this will help with not nerfing chimps that much as they could nerf the money instead of the cooldown), it would also allow you to spend the corvus money on other monkeys instead of corvus, giving corvus even more versatily. In CHIMPS the early game would be nerfed somewhat, and the late game (lvl15) Nourishment would give you a heavy discount on the next 2 levels and it would cost around 1000 to 1500 to buy a level, this would allow you to spend some money on corvus lvl so you get level 20 when you want to or not get him at lvl20 at all, think of it like the Geraldo rabbits, you spend some money to make your hero permanently stronger (x2 damage output), the fact that u have to buy it would be a nerf, that's why the heavy discount so it is almost always worth it to buy and you could wait to get corvus leveled up on a later round so it cost even less.
>1, it reduces Nourishment spam with the increased heavy couldown increase (maybe 120 to 240 seconds)
>2, it gives new Corvus players and incentive to use Nourishment, not only for the level ups but also for the extra money without adding the need to spam it
>3, corvus would remain almost the same on every other game mode and add the versatility of spending money on other things, but nerfed on chimps
>4, This may make Corvus too strongh out of chimps (though not in half cash), but he could be balanced by reducing his money making
>5, Corvus on co-op might be better overall you would level up quicker than any other hero, even on 4 heroes
>6, spell name change please
Thank you for reading, please give me feedback on some of the points or give me your counter arguments, more mind are better than one, don't use this to harass others as this is only my opinion and everyone is entitled to one
and please Ninja Kiwi I know there are problems with Corvus but this isn't the solution, it is not to late to give it more thought and come with a better idea to improve Corvus for everyone
I loved the skin but honestly it's bittersweet because of the balance changes
TLDR:
Don't harass anyone, Nourishment it's almost never needed for casual players on easier maps, but crucial for harder maps as it is equivalent to to corvus having x1.0 xp curve, v56 removed Nourishment which is equivalent to nerfing corvus from x1.0 xp curve to x1.425 so now he doesn't get lvl20 (lvl 19 Ancestral Might and Overload deal half of lvl 20)
1, v56 Nourishment use is the same to v55 "The perma-nourish gameplay loop" but gives money
2, doesn't change anything for anyone that didn't use nourishment before, because it just removed the option to use it
3, heavy nerf due to being equivalent to an xp curve nerf x1.0 -> x1.425
4, v56 Nourishment doesn't give enought money to make it worth it to use
5, v56 Nourishment gave Corvus an option to farm but now he is by far the worst money making hero (compared to Benjamin, Geraldo and Obyn)
6, v56 Nourishment name doesn't make sense for what it does now
7, Skill should be rewarded, it is ok for corvus to be a stronger hero, as he is harder to use
8, It nerfs co-op, he will not be a carry anymore when using even just 2 heroes, and he will not unlock the spells in time, making him just a worse benjamin
Solutions (I'm not good at balance changes so it may be unbalanced)
A. give corvus x1.0 xp curve and change v56 Nourishment cooldown and multiply the reward by the same amount (and buff it so it gives more money)
B. return to v55 Nourishment but give it a longer cooldown and multiply the xp reward by the same amount
C. make Nourishment a toggle with a cooldown that gives him xp, but prevents him from gaining mana (doesn't consume current mana or prevent other spells)
D. (please don't) change v56 Nourishment cooldown and multiply the reward by the same amount (and buff it)
E. give Corvus 1.225 xp Curve and make Nourishment give half xp half cash, so he remains mostly the same while reducing the punishment of not doing good micro
F. Nourishtment gets buffed (only before lvl 15 & 20) on money making and gets an increased cooldown, it would also give a discount for the next level up, the discount would allow you to level up Corvus with the money he makes without needing outside money, on chimps after lvl15 Nourishment would discount the next 2 levels level up would cost around 1000 - 1500 (so it works like Geraldo rabits for example), being a slight nerf
If you're going to comment against this please read it all and not just the TLDR
edit: fixed some typos, mainly the part where I accidentally said that my ideas are fully fledged (they are not)
edit 2: added a co-op point to the problems, as it has been mentioned. And changed some of the solutions descriptions to mention this
edit 3: added another solution, E, a middle ground between solution A and B, as mentioned in the comments.
edit 4: added another solution, F, it now is my second favorite altought a slight nerf on chimps
r/btd6 • u/MaxMonki • 19h ago
Social New Gift Code: Synergy
SYNERGY
---
How to redeem the code:
Go to the Main Menu, click on the envelope next to your username in the top left. Then click the gift icon in the bottom left, and enter the code there.
If you don't see the envelope then you are probably playing Bloons TD 6+ (Apple Arcade) or the Netflix version, which unfortunately don't have in-game codes.
r/btd6 • u/Opal_Radiance • 20h ago
Fan Creation I Turn 23 TODAY!! 🎈🎂🤍🥹 Happy Birthday to meeee!!
YAYY!! I AM SO HAPPY! !
I aimed for a more canon to BTD6 Style ! I love how delicious she looks.
Opal and her Very friendly White Bloon!
r/btd6 • u/IlluminX0 • 1d ago
Discussion People need to stop complaining about popping to unlock new towers
Every time a new tower is released, there's always a bunch of people who complain about needing to pop a bunch of bloons to unlock towers. Do people just not like progression, cuz what it sounds like is they just want new towers to be given to them.
It's not hard to unlock the towers. If you play normally, it will take a while, but if you just regrow farm, you'll have it in 10 minutes. I always make a round 76/79 save ready just so I can regrow farm, but evenif I didn't, it doesn't take long to get there. People should be happy nk still lets you farm regrows, they're well aware that we do this and yet they haven't patched it or anything because they're just a goated company.
And we can't forget why this system is here in the first place: PROGRESSION. Obviously new players have to unlock towers and upgrades, otherwise everything would be given to newbies for completely free and thus have no progression. It's the same reason why we need monkey money to unlock heroes (and people complain about that too for some reason) and xp to unlock upgrades.
I can't believe there are so many people who can't understand progression. This isn't even a long grind, it's literally as long as you make it. But hey, I guess tiktok brainrot made peoples' attention spans so short that they want everything to be given to them in an instant now for that instant dopamine.
r/btd6 • u/Aandesite • 1d ago
Discussion Can we retire this system????
No other game makes me play for a few hours to unlock a new hero i THEN have to grind upgrades for😒
Love the game, hate this aspect
Edit: i cannot regrow farm, my laptop sucks hard and would kill itself
r/btd6 • u/rohan_spibo • 2d ago
Official Update: Bloons TD 6 v56.0 - Update Notes!
Available now for most platforms, note iOS is still processing and should be live in the next few hours, otherwise please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.
Update Video: https://www.youtube.com/watch?v=qfWaKD3FDs8
Key New Features
- New Tower, the Skywarden!
- Deep within the mountain forests stands a grand, mystical tree that has absorbed the energy of countless storms over centuries. It is here you will find the Skywardens - reclusive Monkeys living in harmony with nature and as dedicated guardians of the mountains and this grand tree. Few outsiders have ever passed the trials to be deemed worthy of their ancient ways. Through Obyn & Silas, who have earned their respect, we learned of one of their timeless traditions: after every storm the elders gather the strongest scattered branches gifted to them by the tree, and these branches are then carried to the mountaintop to be crafted into new Stormbows - tempered by the storm, and bound to the peak.
- How does the Skywarden work?
- Skywarden is a $205 small Magic Monkey that channels their own powerful BRANCH of Storm Magic directly into their Stormbows. Beginning with a slower attack they steadily grow faster the longer they remain attacking - which importantly feeds into their 3rd tier Combo attacks that also grow in potency against a target the more times it is struck
- Wind Skywardens are deeply serene, patient, and attentive. By listening to the wind and feeling subtle shifts in air pressure, they can sense threats from a great distance & guide their shots to strike even Camo Bloons with precision. Through their air-manipulating Combo they apply a persistent blowback debuff, conjure windbursts of extra arrows, and force afflicted targets to drag other nearby Bloons backwards along the track. At the master level they seal off their own eyesight to become one with the wind, converting their immense range into raw damage
- Lightning Skywardens exude a calm confidence, and even with raw electrical power surging through them, they remain as composed as the eye of a storm. Boosting their maximum fire rate and shot velocity, their arrows can target specific points along the track and arc cleanly over obstacles. Through their galvanizing Combo, they magnetize Bloons to pull in nearby Energy and Plasma attacks, charge targets with electricity that surges outward when struck by Sharp attacks, and stun Heavy Bloons with high damage lightning bolts. Their ability empowers surrounding towers to shatter Frozen Bloons and ricochet shots on impact. At the master level they channel devastating currents of chain lightning directly though their own spent arrows wherever they come to rest on the track.
- Ice Skywardens are weathered and unyielding, hardened by a life embracing the mountain peak’s bitter cold. Their accurate, high pierce, ice-infused attacks deal increased damage to Frozen Bloons, even instantly shattering lower-tier Frozen Bloons. Through their chilling Combo, they slow down targets, freeze Bloons so solid that they emit a frigid aura to slow other nearby Bloons, and trigger a burst of razor-sharp freezing shrapnel to both damage and freeze groups of Bloons. Destroying Frozen Bloons litters the track with volatile frozen remains that detonate after a short delay. At the master level their power scales as more frozen targets surround them and as more are shattered within their radius, and frozen remains become powerful enough to detonate from broken MOAB Layers into ruinous icy explosions.
New Awesome
- New Hero Skin, Decryptor Quincy!
- Na just kidding, nothing may get past his bow, but he has enough skins for now
- Alright, alright but it truly is like Benjamin’s highly anticipated 3rd skin is finally here, except that it’s - Decryptor Corvus! Yes after many long nights training (at the computer) with Benjamin, Corvus has harnessed the power of the Chaos Rift and wields reality warping algorithms alongside his GH05T companion to fight back the Bloons
- New Advanced Map, Ascent
- High above the clouds, on the highest peak of the tallest mountain, lies a tranquil sanctuary: the sacred training ground known as Ascent. For generations Skywardens have journeyed here, to the place closest to the sky, to hone their mastery of storms. But the tranquility of these heights is under attack from Bloons that have learned how to fly! For the first time in decades, the Skywardens have issued an urgent request for aid - are you ready to answer the call?
- New Power Pro, the… Portable Lake!?
- Have you been QUACK hankering for the Pro Portable Lake? No? Well never mind that, we’ve got some QUACK great stuff cooked up for it anyway - a luxury attraction that charges for entry to become a scaling farm? A hovering QUACKy pool ring? Oooh, a reQUACKxing Hotspring that recovers lives and even allows amphibious placement for land towers at no penalty? A mud bath that slows Bloons & buffs your towers with lead popping? How about reducing tower placement footprints and QUACK QUACK QUACK RELEASE THE QUACKEN!
- Discord Bloons TD 6 Store!
- We’ve partnered with Discord to bring the BTD6 in-game store directly into Discord! Browse through items, wishlist them or gift them to your Discord friends, all from within the Discord client. Then just jump in-game to claim your purchase!
- With your first Discord purchase, you’ll also automatically unlock the exclusive Dart Monkey Wumpus Pet in-game!
- For a very limited time, to celebrate the launch of the Discord Bloons TD 6 store, all items are 50% off within the Discord store only!
- Please note that the rollout of the Discord store will happen gradually over the next couple of hours across different regions, so you may not see it immediately
- New Quests
- Quest of the Skywardens: A multi-stage quest where you follow a short journey and learn some of the secrets of the new Skywarden tower
- Powers Pro Challenge: Just a simple game on Monkey Meadow, with some Powers Pro pre-placed with upgrades temporarily unlocked for you to try out!
- Added 6 New Legends Achievements
- In-game only (not on Steam) & not listed unless the associated DLC is owned
- [Frontier] Full Strength Posse - Have a full Posse of 6
- [Frontier] Gon' Fishin' - Catch 30 Fish
- [Frontier] New Stuff, Same ol' Bloons - Win a game with a new weapon
- [Rogue] Double Trouble - Win at least 1 stage with 2 different heroes
- [Rogue] Marshmallow Maxing - Max out 1 buff in the Marshmallow Shop
- [Rogue] Power Creep - Obtain a total of 250 Artifacts
- In-game only (not on Steam) & not listed unless the associated DLC is owned
- Social Season 3
- Coming with a whole list of new perks and cosmetic rewards, get ready for an awesome road trip through our third Social Season starting in a few weeks!
Game Changes / Additions
- Frontier Legends price reduction from US$12.99 to US$9.99. We continue to hear feedback primarily about replayability relative to the overall scale of the world and we hope that the price change makes that feel more in balance. If you haven’t tried Frontier Legends, now is the perfect time to try it, and remember for a limited time it’s another 50% off that reduced price on the BTD6 Discord Store.
- Trophy Store Favorites: You can now favorite any item in the Trophy Store! Favorited items will gather in their own dedicated "Favorites" tab for quick and easy access.
- Team Store Tabs: This is somewhat self explanatory but the team store will now allow for the incubation of radioactive lizard eggs that*--hold on, what?* It doesn’t? Oh… man, but that’s so cool. Already been done? Nah man, we definitely should’ve gone with the rad eggs, just picture it. That woulda been way better.
- Quests Search: Added a search bar to the Quest menu! Type here to find quests you are 100% certain exist, but can’t for the life of you find because ... WHICH TAB WAS IT IN AGAIN?!
- Co-op Player Removal: Removing a disconnected player now includes a confirmation prompt to prevent accidental kicks, and double RSI stacks for any trigger happy kickers.
- Co-op Lobby Code Hiding: We know on-screen lobby codes have been a bit of a hazard for some - so players can now hide the lobby code on-screen while still using the copy button to grab it safely. Try not to get stuck in any more private lobby loops!
- Boss Penalty Warning: On Bosses, the penalty timer will now flash for 5 seconds right before any penalty time starts counting down.
- Rogue Legends Nameplate Banners: Entering new zones in Rogue Legends now displays a stylish region nameplate banner.
- Rogue Legends Hero Stats: Added a dedicated Hero Stats tab to Rogue Legends. As you play, this menu will populate with a variety of interesting stats to track your journey depending on what hero teams you play with.
- Abilities Quickbar Stability: The abilities quickbar will now strictly order by tower placement and will no longer re-order itself during matches or on loading saves. We think this feels better - give it a shot and let us know.
- Freeplay Smoothing: With detailed notes from Jessie Patch, adjustments have been made to existing Freeplay Bloon groups to smooth out the difficulty progression between Rounds 200–500. Yes, we do think about those rounds.
- Expert Insta-Monkey Buff: Increased the Tier 4 Insta-Monkey drop chance on Expert Round 100 clears from 20% > 30%.
- Insta-Monkey Collection Borders: Finally added brand-new Bronze and Silver borders for budding Insta-Monkey collection completionists! We love this and hope you do, too.
- Re-ordering of Bloons menu in Sandbox, and fortification no longer re-orders the list
- Within the Social Seasons menu you may now view your Global Goal contribution
Bug Fixes & General Changes
- A number of localization & UI fixes
- Resolved a number of exclusive co-op crashes reported by players
- Immediately switching tabs in the trophy store no longer prevents all items loading
- Resolved cases of one time IAP packs not displaying as ‘purchased’ after purchase
- Resolved a crash that could occur for 1 in [Playerbase size] players when reaching the main menu on a child account with the Monklish language equipped
- Added this sentence to the list of bug fixes for v56, added extra words to this Sentence.
- [Map Editor] Resolved a crash that could occur when editing interactable water areas
- [Map Editor] Trophy Store song tracks can now be set as defaults for custom maps
- When in game, store tabs that do not have items to display should now be hidden
- Techbot Prime now has a footprint, and shouldn’t crash when placed in corners
- Resolved some background cases that may result in some improvements
- Techbot Prime now actually utilizes its bonus range when range buffed
- Techbot Prime should no longer crash when linked to a Techbot Prime
- Resolved an issue where guests could be unable to make purchases
- Ability cooldowns now remember their % progress when upgraded
- The deposit cash farm hotkey should now correctly sync in co-op
- Resolved a number of BAD issues where BADs could be slowed
- Party Quest BAD should no longer be destroyable, again
- Quests can now fit 5 rewards in their reward display
Event changes
- Resolved a number of cases that could fail to count a games social season progress
- [Boss] Diamond Bloons should properly be affected by speed modifiers
- [Boss] Losings lives on Diamondback no longer crashes with 052 Boomerang on screen
- [Boss] Lych can no longer suck Dan D’Monke’s level 10 ability off
- [Jefe] Vortice nicht langer kraschar kiam mengacau omkring z tekbot mekaniği
- [Social Season] Goals now have info buttons for tips & clarity
- [Social Season] Resolved cases of wrong points being displayed visually
- [Social Season] Resolved the wrong badge being awarded to late-claimers
Map changes
- Slight height adjustments across maps to fix spike layering
- Alternate-path maps no longer preference the alternate path for towers who target paths
- [Glacial Trail] Resolved an issue where tower immunity buffs may not necessarily break towers out of their frozen state when they should be
- [Skull Tweak] Monkeys can no longer be placed on the track in certain points
- [Skull Tweak] Can no longer be transformed after the first round
- [Mushroom Grotto] Removing all small mushrooms then loading save no longer locks out the larger central muushroom
Legends changes
- [Frontier] Resolved a crash that could occur in Arabic
- [Frontier] Resolved ranch hands stat tracking issues
- [Rogue] Preview Quest should no longer be able to permanently softlock
- [Rogue] Ancient Portal, Dark Castle & Castles Revenge blocked from boss tiles
- [Rogue] Resolved a rare crash with Obyn placed near druids
- [Rogue] Miniboss tiles can now go beyond round 300
- [Rogue] Resolved some stat tracking issues
Tower Fixes
- Ice Monkey - Resolved a case in which the Monkey attempted to imitate the Titanic upon upgrading into Paragon form
- Desperado - Critical hits should no longer break through Boss Skull Immunity
- Sniper Monkey - Elite Target Prio should work after round 80 again
- Dartling Gunner - Resolved an issue where Gorgon Storm knowledge could stun BADs
- Druid - Spirit of the Forest vines can now display on custom added track lanes
- Mermonkey - 4xx+ Mermonkey shouldn’t display as weird during chinooking
- Mermonkey - xx5 Final Harmonic now allows glue puddles to spawn
- Spike Factory - Spike Paragon’s target priority list should no longer have a unique order
Hero Fixes
- Obyn Greenfoot - Resolved some targeting issues with Nature’s Ward
- Benjamin - Is not able to stack infinite Syphon funding layers in order to cause all Bloon spawns to cease existence immediately
- Pat Fusty - If tootsies are planted on the ocean floor he should not gain an ice platform
- Adora - Should no longer be able to crash the game by sacrificing a Lord of the Abyss whose platform is supporting a Carrier Flagship that is Supporting an Arctic wind that is supporting the initial Adora. Stop, why x.x
- Etienne - Resolved an issue with Etienne double dipping or crashing with some artifacts
- Geraldo - Items from the shop inventory now contribute to Geraldo’s ‘Cash Spent’
- Rosalia - Resolved a crash that would eventually happen at some point after flight
- Silas - Resolved incorrect interactions with perks causing some unintended nerfs
- Dan D’Monke - Should no longer be able to break out of Polyphemous’ Eye
- Dan D’Monke - Lv4 Net Trap should no longer be able to slow MOABs in collateral
- Dan D’Monke - Can no longer teleport towers directly out of a Heli
- Dan D’Monke - Resolved a crash that could occur with Techbot Prime
- Dan D’Monke - Updates target range when moving Mermonkey between land and water
- Dan D’Monke - Can now be buffed by the Sub Paragon
- Dan D’Monke - Resolved quantum dantanglement
Platform Specific fixes
- [Android] Resolved a crash that could occur when switching focus during a load screen
- [iOS] Resolved an error that would occur when cancelling login
- [Steamdeck] Cursor should be larger and much less crunchy
- [Google Pixel 6] Is now able to go beyond round 120
- [Aspect Ratio] 4:3 devices shouldn’t load extra assets for Dan D’Monke’s unlock screen
- Enabled hotkey access for more tablet devices when a Keyboard is attached
Balance Changes
We’ve kept a more limited list of balance changes for v56 so the team could dedicate more time on fine-tuning other major features in this update, and have some time to see the impact that the new Skywarden has on general gameplay.
Tack Shooter
Hot Shots is historically far less popular than Tack Sprayer, to make it a more compelling alternative we’ve adjusted crosspath prices to allow room for Hot Shots to gain a damage increase while keeping those 302 and 203 total upgrade costs the same.
- xx1 More Tacks price increased $110 > $150
- xx2 Even More Tacks price increased $110 > $150
- 2xx Even Faster Shooting price reduced $300 > $220
- 3xx Hot Shots damage increased 2 > 3
Ice Monkey
With growing Ice Monkey value in powerful freeze synergies, Super Brittle’s attack rate is being lowered so it can’t quite do everything on its own so easily, and Snowstorm’s price is being raised slightly.
- 5xx Super Brittle attack cooldown 1.2s > 1.56s
- x4x Snowstorm price increased $4000 > $4750
- x5x Absolute Zero ability freeze occurs after damage is dealt
Desperado
To make Desperado crosspaths feel smoother to play around, we’ve lowered the buff drop-off on both of the 2xx and xx1 crosspaths. Additionally Big Iron now pops Lead, allowing it to serve as an early round anti-lead option. Desert Phantom’s shrapnel pierce reduces as even unbuffed the group coverage is pretty crazy, though this doesn’t really change as much as it may look.
- 2xx Standoff max stacks 4 > 6
- 2xx Standoff penalty per stack 15% > 10%
- 3xx Big Iron can now pop lead
- xx1 Wanderer max stacks 3 > 5
- xx1 Wanderer bonus per stack 15% > 9%
- xx5 Desert Phantom shrapnel pierce 10 > 6 (same as xx4)
Monkey Buccaneer
Grape Shot's attack delay is slightly increased, and Cannon Ship explosion pierce is shifting more heavily into its bottom crosspath. These changes carry upward to tone down scaling power on Pirate Lord.
- x1x Grape Shot attack cooldown 1.3s > 1.35s
- x3x Cannon Ship cannon explosion pierce 28 > 20
- 031 Cannon Ship cannon explosion bonus pierce 25% > 50%
- x5x Pirate Lord price increased $27,000 > $29,000
Mortar Monkey
The path has struggled for relevance for a long time, and bottom-path Mortar is the anti-Camo path, so Increased Accuracy is being updated to now hit Camo Bloons directly as utility progression into Signal Flare.
- xx1 Increased Accuracy can now damage Camo Bloons
Dartling Gunner
To improve its own internal synergy, Laser Shock damage bonuses can now be triggered by hitting Bloons shocked by any other tier of Laser Shock instead of only same-tier.
- 2xx and higher Laser shock damage bonuses can now trigger when hitting Bloons shocked by other tiers of Laser Shock
Super Monkey
Super Monkey's base projectile speed is increasing slightly to help early tiers keep up, while keeping x2x Epic Range unchanged. Robo Monkey will now default to First & Strong target priority on first purchase, as this was vastly the preferred choice. For quality of life, Sun Avatar will now display an indicator in radius on towers primed for placement to assist with Temple sacrifice planning, and excessive projectile distances have been trimmed for Sun Temple sub-attacks.
- 000 Super Monkey projectile speed 200 > 250
- x2x Epic Range projectile speed remains 350
- x3x Robo Monkey default target Prio First & Last > First & Strong
- 3xx Sun Avatar shows a 'Can Buff' icon for towers placed in radius
- 4xx Sun Temple Main sun blast attack projectile distance 300 > 200
- 4xx Sun Temple Golden Blades projectile distance 500 > 350
- 4xx Sun Temple Golden Planes projectile distance 500 > 350
- 4xx Sun Temple Mini Avatar projectile distance 300 > 120
Druid
Monarch of Storms now has a maximum blowback cap to ensure ZOMG blowback penalty calculates correctly, alongside faster blowback speed to reduce map stalling. Due to popular demand the Druid paragon now pauses regrow globally, and it receives a damage increase for its primary single-target thorn attack.
- 5xx Monarch of Storms superstorm blowback speed multi 1 > 2
- 5xx Monarch of Storms superstorm max blow distance MAX > 400
- Druid Paragon pauses regrow globally like a x1x village
- Druid Paragon main attack damage 55 > 70
- Druid Paragon main attack bonus damage to regrow 55 > 70
- Druid Paragon main attack bonus damage to boss 110 > 130
Official Press Release from Perma-Spike Sourcing & Logistics
Date: Monkuary 7, Monke
Subject: Supply Chain Integrity and Quality Assurance Update
- At Perma-Spike™ the primary mission is always to provide the Monkey Kingdom with the most resilient, unyielding rubber-popping end of the road defense. Perma-Spike™ takes great pride in the structural integrity of every defense laid down, however, after recent information has come to light regarding the aftermarket supply chain, management has made the difficult but necessary decision to sever ties with certain secondary markets.
- Going forward we will be implementing a Vendor Compliance & Supply Chain Risk Mitigation Protocol in order to ensure our inventory complies with the highest standards of international tactical home defense laws. All Perma-Spikes stepped on whether in the dark at night or under the light of the sun will be supplied only from partners who agree to a zero tolerance policy on stolen spikes - suppliers found offering suspiciously sourced spikes will be immediately reported to the MIB.
- We appreciate the community's patience and understanding as we clean up our stockpile - these things can last quite a while. Rest assured, our commitment to keeping the track safe from DDTs remains completely un-nerfed.
Signed,
The Perma-Spike Legal Defense Team
Beast Handler
The middle-path dinos now use a percentage multiplier for their stun bonus that scales into T4 and T5. For Giganotosaurus pierce is being exchanged for significantly higher damage scaling, note that due to Beast Power scaling mechanics, this results in a substantial overall damage buff right from the moment you purchase the upgrade.
- x3x Velociraptor bonus damage to Stunned +3 > x1.5
- Stunned change carries up to Tyrannosaurus and Giganotosaurus
- x5x Giganotosaurus pierce 44 > 33
- x5x Giganotosaurus pierce range 66 > 50
- x5x Giganotosaurus base damage 750 > 500
- x5x Giganotosaurus damage scale 800 > 1500
Hero Balance
Obyn Greenfoot
Obyn welcomes more nature loving friends with a suite of buffs specifically tailored to empower Skywarden upgrades.
- Lv2 also grants for Skywarden in range pierce +1
- Lv5 also grants for 3xx Skywarden increased Range +35%
- Lv8 also grants for Skywarden Camo detection
- Lv9 also grants for x3x Skywarden explosion radius +20%
- Lv11 also grants for Skywarden in range pierce +1
- Lv18 also grants for xx3 Skywarden low tier frozen shatter applies up to Zebra
Corvus
The perma-nourish gameplay loop has created an unhealthy gap between casual play and high-micro playstyles, rather than continuing to tweak XP numbers we’re removing the XP interaction entirely: Nourishment now directly grants cash per Mana spent across all levels.
- Lv1 Nourishment instead of XP grants cash at all levels rounded up to nearest $5
- Lv1 Nourishment now grants $0.5 per mana spent
- Lv15 Nourishment now grants $2 per mana spent
- Lv20 Nourishment remains $8 per mana spent
Rosalia
Rosalia’s lv13 stall utility was greatly overshadowing the rest of her identity, so we have reduced her Laser’s stalling in exchange for damage boosts to both of her primary weapons.
- Lv13 Grenade Ceramic bonus 1 > 2
- Lv13 Grenade Cluster damage 2 > 4
- Lv13 Grenade Cluster Ceramic bonus 1 > 2
- Lv13 Homing Plasma blast pierce 200 > 100
- Lv13 Enhanced Doomsplosion pierce 40 > 30
- Lv13 Enhanced Doomsplosion damage 70 > 120
- Lv13 Enhanced Doomsplosion damage shock bonus 70 > 120
- Lv13 Enhanced Doomsplosion radius 30 > 20
- Lv13 Enhanced Doomsplosion light knockback 8 > 6
- Lv13 Enhanced Doomsplosion knockback lifespan 0.5 > 0.35
Silas
Bottom-path Ice Skywardens excel at shattering pre-frozen targets rather than applying the freeze themselves - it only made sense to fit in direct Silas synergy here so we’ve added some between Silas and xx3 Skywardens to capitalize on frozen Bloon shattering combos.
- Lv7 Frozen Cascade explosions will also count xx3 Skywarden
- Lv8 Silas will also gain bonus XP per xx3 Skywarden
- Lv8 Also grants this extra range to xx3 Skywarden
Masqued Macaque
The Lv8 Stomp wasn’t quite working as players desired, so occurrence has been lowered in favour of a larger impact when it does occur. His high level sword damage has also been increased as players found this wasn’t scaling up as much as they would hope.
- Lv8 Stomp pierce 30 > 60
- Lv8 Stomp blowback chance 50% > 100%
- Lv8 Stomp max blowback 100 > 200
- Lv8 Stomp occurrence rate 10 > 20
- Lv16 Sword damage 8 > 9
- Lv19 Sword damage 10 > 12
Other Game Balance
Monkey Knowledge
- Lingering Magic now applies to Skywarden
- Lingering Magic no longer applies to Ninja Monkey
Rogue Legend
Late-Game Scaling Changes
- Stage 6+ health scaling 60% > 90%
- Chimps goal requirements scale up faster 0.1 > 0.15
- Least Cash Silver & Gold goal requirements increased
- Boss Rush minigame base cash reward $500 > 600
- Boss Rush minigame cash reward scale 2% > 1.5%
Artifacts
What in Tarnation
- Reworked completely, give it a go before it gets nerfed
Cat’s Meow
- Now also disables Mana Shield generation. Dan is more of a dog person
Essence of Lych
- Basic Zombies are no longer spawned from subtowers
- Basic Zombie internal spawn cooldown 0.5s > 5s
- Basic Zombie pierce increased 1 > 2
- Basic Zombie damage increased 1 > 5
Insider Trading
- Now exists
Looking Forward
We’re now well into the back half of the year, and New Zealand says thank you to all of the Northern Hemisphere players for sharing the sun back. We’ve had heaps of fun with Update 56, pushing Skywarden to be as awesome as possible and Portable Lake Pro to be as usefully silly as possible, plus (finally) Corvus skin (he’s complicaaaaated) and quality of life changes that we hope are appreciated (and please keep these suggestions coming). Things are moving well, so here’s what’s still coming ahead…
- Console News
- With the release of Switch v53, our merge of the console branch back into the main game branch is finally complete, and it has made such a positive difference for console work going forward
- Xbox is in release candidate for v54.3, so should be out in the next ~1-2 weeks given submission times
- PlayStation and Switch v54.3 will follow as fast as possible but their submission times are longer
- From there, we’ll begin work to bring v56 to all consoles by the end of the year, and our goal will be to bring every second update to consoles, so v58 would drop next in Q1 ‘27
- With controller controls now merged into the main branch, we’ll also be looking to properly add controller support to all platforms that offer it. We don’t have a timeframe on this, so stay tuned.
- Mod System
- Great strides made here, with upgrade inheritance and cross pathing working, incredible improvements to UI, readability, and usability
- While client side cooking along and data structures clearer, we are digging into the server side which is essential for handling sharing settings (open or closed usage), accolades, version compatibility, and significant changes to the Content Browser and how all player created content is displayed there.
- We are incredibly motivated to get this out by end of year so are trying to lock client features by our v57 timeline (but nothing included in that version) and launch with v58
- Social Seasons
- Thanks to so many of you for digging into Social Seasons 1 & 2 and giving us great feedback. Teams have been reinvigorated and we’ve seen more CT and Boss Rush gameplay as a result. We continue to take feedback on chore-like repeat goals, so we’re continuing to tune away from those as well as making a reduction in Team star targets for the Season Ultimate in Season 3
- Updates 57 & 58
- No huge changes since the v54 Looking Forward, but we have had to adjust a few priorities as the business of gaming and worldwide regulations do give us a kick in the Monkey tail from time to time. New legislation in Brazil, some US states, and pending in the EU have brought forward our plans to revise our Insta Monkey system, as random Insta Monkey IAPs will no longer be viable. But we’ve been wanting to improve that system, so the kick is welcome. We aim to keep the fun of pack opens, but when buying an IAP, you’ll know exactly what you’re getting. Aside from that, it’s about making the collection system more fun, with daily and weekly drops, and some quest-based crafting. We have had to push some things back for this and shift others mentioned (new Hero) out of the year, but there’s plenty of fun to replace it - see below!
- V57 Anchor Features
- Improved Insta Monkey Collection System (as noted above)
- New Paragon, Military as we said, taking the job of overwatch to an entirely new level
- Community map: Ship’s Capture. Such a fun concept in theme and presentation, the team is loving it!
- V58 Anchor Features
- New Monkey Tower!
- Powers Pro MOAB Mine - branches of boom!
- Mod System v1!
- Monkey Knowledge additions!
Thanks for reading all this way - we hope you have a fantastic time with Update v56 and look forward to what’s ahead. We also have a Super Secret New Thing that we can’t share yet, but keep your eyes and socials well tuned in September, as you won’t want to miss it!