
Sun Temple and True Sun God at least have utility in other game modes so we are leaving those as is for now. Super Monkey’s top path is still considered to be overpriced so we are reducing Sun Avatar’s cost, hopefully making it a more appealing option in regular games. We brought over some changes from BTD6 that make sense here too, giving more strength to low-tier Super Monkeys and potentially opening up more crosspathing options later on. Plasma Blasts fire at the same speed they did before. 2xx Plasma Blasts: Attack speed increase reduced to compensate for the base attack change. Guided Magic allows other Wizard attacks to shoot through blockers so it should work for Fireball as well. 110 Fireball: The fireball can now shoot through blockers with the Guided Magic crosspath Furthermore, we reduced Laser Shock’s cost to make it a more viable early game option, and we improved Ray of Doom’s damage since that has always been a little underwhelming. We didn’t feel that Hydro Rocket Pods on its own needed changing, but it was just very strong with Alchemist because it essentially received two lots of pierce buffs (with both the explosions and the missiles getting buffed). Hyrda Rocket Pods paired with an alchemist buff has recently stood out as a particularly effective tower combination, therefore we decided to specifically nerf their interaction. The explosions themselves can still receive pierce buffs. x3x Hydra Rocket Pods: The missile itself can no longer receive extra pierce from any external buffs, meaning that you can no longer increase the number of times a missile can explode. We also made some pretty big major buffs to the missiles (matching BTD6), since the missile attack makes up a very small amount of Comanche’s total damage and Comanche Commander is a relatively underwhelming tier 5. We are lowering a few of the early game upgrades that don’t provide much utility while increasing the tier 3 prices so that they remain unaffected. xx5 Comanche Commander: missile damage 3 -> 15, bonus MOAB damage 2 -> 8 We are hoping to encourage Ace to be utilised more with a small early-game buff and bigger buffs to Spectre and Flying Fortress since they don’t quite hold up to their high price tags. xx5 Flying Fortress: Attack cooldown 0.03 -> 0.025 xx4 Spectre: Attack cooldown 0.05 -> 0.04 Buccaneer as a whole lacks late-game potential in terms of dealing pure damage, so we are making some pretty substantial buffs to the top path. 5xx Carrier Flagship: Mini-plane missile damage 60 -> 80 and dart damage 2 -> 3 Bottom path sniper is still extremely underutilised, so we are giving it another price reduction. The damage buff is copied over from BTD6, giving Cripple Moab more strength on its own which it deserves for being an expensive tier 5. Alongside this, the bug fix should provide a noticeable buff to Inferno Ring’s late game power. Tack still feels a little bit too strong overall, so we are making some small changes to its tier 4 upgrades that have proven to be efficient.
TD BLOONS BATTLES 2 UPGRADE
Fixing this has given the 5xx upgrade a +8 increase in damage against ceramic and moab class bloons. Note: A bug was fixed where the 5xx tack shooter was only applying the bonus damage to ceramic and MOAB class bloons, not the base damage. 420 Ring of Fire Crosspath: Pierce 80 -> 60 Juggernaut remains unchanged as we did not think that it needed changing as well. The range crosspaths provide camo detection as well so it didn’t feel like this change is taking away too much from that crosspath. The intention of this change is to make Spike-o-pult a little bit more reliable without the range crosspaths since their aiming can be pretty inconsistent without it. 4xx Juggernaut: Range increase 15% -> 0% 3xx Spike-o-pult: Range increase 0% -> 15% We noticed that there was not any ramping from round 50-101 in Bananza, but this was not intended so we have introduced ramping for these rounds. However, this change did not feel necessary for speed battles, so we have removed this rule for the Speed Battles only.


We previously added a rule meaning that rounds last a minimum 5.5 of seconds after the last bloon of the round spawns. Added bloon health and speed ramping past round 51 in Bananza games. Removed minimum round length from Speed Battles games
