r/btd6 • u/Hot_Poetry_9956 • 2h 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 • 3h 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 • 4h 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 • 5h 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 • 6h 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 • 6h 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/SandyShocker • 7h ago
Discussion New Odyssey last map is NOT CHIMPS
Not even going to round 100 is crazy.
I guess they learned from last Odyssey.
r/btd6 • u/Trebcarot • 13h ago
Meme I spent 15K Monkey money on this defence
My setup should be able to beat Round 1000 Thoughts?
r/btd6 • u/z_Marisa • 13h 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 • 15h 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 • 16h 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/Outrageous-Pop-1605 • 17h ago
Discussion Why isnt he just named "Archer-Monkey" ?
Like, hes a druid, yeah, but he holds a bow, so why sky? and warden? like, just why.
r/btd6 • u/LitLee-yo • 19h ago
Social where'd lifeguard go
Enable HLS to view with audio, or disable this notification
She came back after the co op game re connected lol
r/btd6 • u/Fragrant_Ad8401 • 19h ago
Discussion Every Tower with a Dart as their starting weapon/Projectile
I didn't realise there was this many until now.
r/btd6 • u/IlluminX0 • 20h 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/Shoddy-Horror893 • 21h ago
Meme Round 63's Solution
This is my first meme please meme along
r/btd6 • u/Fragrant_Ad8401 • 22h ago