Bloons TD 6/Balance changes/Version 41.x (2024)

Version 41.0 was released on February 7th 2024. It is the first major update of 2024. Several sub-updates were released in between.

Initially, Version 41.0 was announced in Ninja Kiwi's patch notes for earlier versions (including patch notes for v39.0 and v40.0). Version 41.0 was stated to be a minor content update to begin 2024, as the Ninja Kiwi Auckland team take a long break during the Christmas season.

Version 41.0 introduces the Nautic Siege Core, the Monkey Sub Paragon. Among the bigger changes for the update, CHIMPS and Apopalypse have received major changes. Standard CHIMPS now allows for a "Retry Last Round" that essentially acts like backing out of the game and retrying a round, which still permits a Red CHIMPS completion but voids the Black CHIMPS completion. Apopalypse now also grants end-of-round cash upon popping all bloons in a round. The new map for this update is Sulfur Springs, an Intermediate Map. Map Editor has additionally gained a new content pack: a candy pack based primarily on Candy Falls.

In terms of balance changes, most balance changes center around synergetic balance, alongside a small general nerf to Corvus, and reworks to Gwendolin's to shuffle her power on the higher levels. This also marks the update where further damage type changes commenced, including removal of innate lead-popping from Super Maelstrom and Carrier Flagship, frozen-popping for Blade Shooter, and removal of innate black-popping from primary explosions of The Big One and The Biggest One.

Exclusive to BTD6+, this adds minor bug fixes.

    • Update: Bloons TD 6 v41.2 - Update Notes!**

hand drawn patch notes

v41.2 Fixes
  • Modified Corvus tutorial quest to be a little easier
  • Retry Last Round should now work correctly when loading saved custom maps
  • Resolved an issue where custom maps validated in CHIMPS would not be shareable
  • Resolved an issue on Epic version with internet connection requirement for purchases
  • Resolved a crash that could occur upon creation of Paragon towers
  • Resolved a number of other minor crashes
  • For Custom Maps the maximum number of ‘Areas’ has been increased from 10 > 20
  • As the majority of Nautic Siege Core’s damage comes from the Fallout left behind, and these static track objects struggle to keep up with freeplay speed scaling, we’ve decided it feels better to not delay a simple quick change shifting most damage here from the standard ‘Boss Bonuses’ into a baseline of raw high damage for regular freeplay.
    • Final Strike initial impact damage per missile increased from 30k > 50k
    • Final Strike initial impact boss bonus per missile reduced from 30k > 10k
    • Final Strike moab bonus damage per Fallout Puddle increased from 40 > 60
    • Final Strike boss bonus damage per Fallout Puddle reduced from 50 > 30
v41.1 Fixes
  • Resolved some alignment issues with Arabic Language
  • Pre-Game Prep spikes are now visible on Sulphur Springs
  • xx5 Monkey Wall Street ‘banana collection radius’ now increases correctly with buffs
  • Replace ‘5’ Balloon from Party Time menu theme as this greatly bothered some people
  • xx3 Flash Bomb ninja stun lasts through 2 more layers to match the new damage value
  • Resolved an issue that could visually fail to display rewards in co-op lobbies
  • x5x Sub Pre-emptive strike no longer fires while frozen on Glacial Trail
  • 3xx Spike-o-pult dart monkey now works correctly with crosspaths
  • xx2 Alchemist pools last the correct duration
  • Striker Jones lv8 buff now works correctly
  • Added a cooldown to Submerge Toggle of 1s
  • xx4 Comanche Defense mini helis expire correctly instead of executing the greatest plan

Full update 41.0 update notes here: https://www.reddit.com/r/btd6/comments/1akoc55/update_bloons_td_6_v410_update_notes/

Update: Bloons TD 6 v41.0 - Update Notes!

Update: Bloons TD 6 v41.0 - Update Notes!

Available now for most platform 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://t.co/5z5xsffd2B

New Awesome
  • New Paragon, the Nautic Siege Core!
    • Starting the new year with a Paragon was a push for the team, especially alongside the launch of BTD6+ on Vision Pro, but we're really happy with how the versatility has turned out, as the Monkey Sub Paragon provides assistance in different ways depending on its current form.
    • Unsubmerged the Sub utilizes powerful missile attacks, launching powerful pre-emptive AoE missiles at every target to spawn, while unloading a barrage of airburst rockets at anything it, or any of your other towers, can see. Advanced Intel insanity is super fun.
    • While Submerged the sub attacks with a radiation aura that obliterates a huge number of smaller targets with ease, but the main uses in this form are the massive damage and pierce buffs to all Heroes & other Subs within radius. Really hoping to encourage some fun placement synergies here.
    • At all times Submerged or not, the Final Strike ability can be called on to unleash devastation. That really should be capital “D” Devastation.
  • New Map, Sulphur Springs
    • We've had fun roundabout maps in BTD5 and we harken to that around a different visual theme than usual and effort behind specific placement locations.
  • New Quests
    • Pat Fusty Hero Test
    • Psi Hero Test
    • MOAB Madness - still great and even better
  • New Trophy Store Items
    • Heroes: Benjamin pet - it's a mouse of course! Yes, we couldn't resist.
    • Bloons: MOAB Bee skin, because, well, bees
    • Game & UI: Dread Rising avatar (Dreadbloon), Year of the Wood Dragon profile banner
  • Limited Time only
    • Powers: Pontoon Chocolate Bar
    • Avatar: Flower Friends Corvus
  • New CT Team Store items
    • Base Props: Wizard Apprentice prop
    • Team Banners: Monkey Squad banner
    • Icons: Year of the Dragon icon, Cheeping Chick icon
    • Frames: Year of the Dragon frame, Bees N' Flowers frame
Game Changes / Additions
  • Much requested, Apopalypse Mode now grants end of round cash. We've agreed that start strategies feel too limited, especially on harder maps, so this is intended to bring more variety back to the mode.
  • As always intended, Boss Challenge mode now allows for co-op, with separate score tracking for all player counts
  • Looking back and reviewing CHIMPS in the game in general over the past few years we feel that there are 2 main standout problems. The first is that CHIMPS is unapproachable for new players and a very difficult gameplay loop to initially get excited about and break into, and the second is that the majority of the people who are invested in this gameplay loop already don't play it within the base game most of the time since the Challenge Editor makes it more approachable. Given this we have made the following changes:
    • CHIMPS mode now allows for a 'Retry Last Round' option, upon defeat allowing players to reload the previous round before the defeat occurred
    • This is essentially a 'home + reload save' rather than a 'Continue' and so choosing to retry at any point will invalidate the run for any Black Medal purposes, but still grants the Red Medal on completion.
    • It is important to us that CHIMPS remains a completely fair free to play pinnacle endgame experience, so this option will remain free to use just like in custom challenge creation
  • Maps Menu Search Functionality
    • Players can now search within the maps menu to more easily track down the ones they are looking for, map names are also localized to the current language the player has set
  • Along with this a number of QoL terms can be used for filtering this search
    • Commands start with '/', and return results both in English and the language currently set if different from English
    • Searching by map name does not require a full exact match but commands do
    • /Events shows all maps with any events (Teams, Golden Bloon, Collection)
    • /ShowIncomplete or /NoMedals shows maps that are not Gold/Black Bordered
    • /Show /AllMedals shows maps with all medals (Gold or Black Border)
    • /Black, /Gold, /Silver, /Bronze shows maps with those borders
  • Map Editor
  • Candyfalls Pack containing extra special items, unlockable with Monkey Money or direct IAP
  • Various new free spring themed assets & additions
  • New asset tags for Candy (Biome), Spring (Biome), Easter (Seasonal)
  • Multi-stage quests now allow for any stage to be replayed without resetting the quest
  • Arabic Language
    • By popular request and with any number of technical and display issues for right to left reading script, Arabic is finally in the game!
Bug Fixes & General Changes
  • A number of localization changes
  • Retry Last Round no longer offered round 1, as this doesn't do anything
  • Using the Monkey Special hotkey with a Techbot selected should no longer crash
  • Losing internet while rejoining co-op should no longer cause performance issues
  • Added reminder icons to the Logout message for how accounts are logged in
  • Hero menu should no longer select the wrong hero after new unlocks
  • Modified the Turtle ZOMG alignment to improve visual overlays
  • Damage Done to Bosses profile stat no longer overflows
  • Co-op games should again give expected r100 rewards
  • Resolved a crash with games started online then shifted to offline
  • Removed Herobrine
Event bug fixes
  • Added 'Ran out of time' defeat screen for Boss Events
  • Boss menu borders can no longer show within the Hero menu
  • Boss shields now scale correctly with Boss HP Multipliers
  • Resolved an issue that could display Quest dialogue in Boss Co-op games
  • Declining invite requests in Contested Territory should no longer crash
  • Viewing tower upgrades can no longer bypass Race pause penalty
  • Resolved CT props being interactable in the background within the Team Store
  • Events now marked as Login Required to guest accounts rather than No Event Active
  • CT Banner/Emblem changes no longer require a UI refresh to apply changes
  • CT Store now highlights the selected item when entering from the team edit menu.
  • Resolved a rare crash on entering a co-op daily lobby
  • Matching CT scores now sort by capture time
Map Specific Fixes
  • Pre-game Prep spikes now work on Reverse Midnight Mansion
  • Resolved a number of visual & save loading bugs on Glacial Trail
Tower Specific Fixes
Tack Shooter
  • 4xx Ring of Fire visual errors resolved
Glue Gunner
  • 005 Super Glue pop splats are no longer locked to 004 stats until crosspathing
Sniper Monkey
  • x4x Supply Drops can now be picked up if the tower is sold
Monkey Buccaneer
  • Flanking Maneuvers knowledge now works for the Paragon
Heli Pilot
  • Chinooking a 030/040/050 Super Monkey no longer crashes the game
  • 205 Comanche Commander no longer deals +1 damage on 2 out of 4 darts
Mortar Monkey
  • xx4 Shattering Shells should no longer fail to strip regen property sometimes
Dartling Gunner
  • xx3 Buckshot should now show blocking areas when selected
Wizard Monkey
  • Fixed that phoenix entanglement thing
  • Paragon should no longer crash sometimes when loading save
Alchemist
  • x5x tower duplication should no longer be happening on transfrom
Druid
  • x5x Spirit of the Forest track vines can no longer damage while frozen on Glacial Trail
Engineer
  • x4x Overclock no longer tries to target paragons (crashing)
  • xx4 Bloon Trap no longer displays double the income on summary
  • Vigilant Sentries MK should now apply for the Paragon
Hero Specific Fixes
Obyn Greenfoot
  • Lv10 Wall of Trees no longer displays double the income on summary
Admiral Brickell
  • Lv7 Blast Chain can no longer be drained by Lych
  • Brickell's Lifeguard skin no longer fails to load when placed in the top-right
  • Brickell should no longer fail to buff water towers in Custom Maps
Sauda
  • No longer plays the wrong level up animation for Lv20
Geraldo
  • No longer plays the wrong level up animation for Lv20
  • Sharpening Stone should now save correctly on subtowers
Corvus
  • Corvus no longer Haunts Golden Bloons
  • Corvus's Soul Barrier now allows life lost effects to trigger
  • Disabling Recovery no longer bypasses Overload downtime
  • Purchasing a continue on full mana should no longer fail to reset spell cooldowns
  • Resolved Echo'd 2nd spirit sometimes failing to load when 'retrying' multiple times
  • Channeled spells toggled ON no longer stay in spellbook if Corvus is sold
  • Corvus' Spirit no longer grants range to Intel Subs
Platform Specific fixes
  • PC: The 'Monkey Special 2' hotkey can now trigger the 'Cast/Dismiss' button for Corvus
Balance Changes
Tower Balance

To avoid going into the same detail each time it comes up, some of the real meaning of camo & damage-types along with the value of many tower synergies/combinations has been lost with the growing number of towers that have high power but very few weaknesses in spite of this. We are making efforts to either scale back on excessive power as needed, or bring back some of those weaknesses to justify higher power levels. We think these capability tradeoffs are central to strategic planning and combinations, so we'll continue to look at balance in this area.

Dart Monkey

Spike-o-pult is too weak for how slow it is.

  • 3xx Spike-o-pult ceramic bonus 1 > 0
  • 3xx Spike-o-pult damage 1 > 2
  • 4xx Juggernaut remains 2 damage
Boomerang Monkey

Glaives are heavily focused grouped cleanup with low damage but high target count, however this scales poorly into MOABs & lategame so we're reworking Ricochet to a much cheaper but weaker starting cleanup with MOAR staying a significant upgrade over this. As Glaive Lord is a more heavily concentrated version of the previous tiers we are increasing its bounce distance to a map wide ricochet and increasing the orbital attack consistency.

  • 3xx Glaive Ricochet price reduced from $1200 > 600
  • 3xx Glaive Ricochet pierce reduced from 60 > 30
  • 3xx Glaive Ricochet bounce distance reduced from 90 > 60
  • 4xx MOAR Glaives bounce distance remains 180
  • 4xx MOAR Glaives pierce reduced from 100 > 80
  • 4xx MOAR Glaives attack cooldown reduced from 0.6s > 0.4
  • 5xx Glaive Lord bounce distance increased from 180 > max
  • 5xx Glaive Lord orbital attack no longer deals bonus to fortified
  • 5xx Glaive Lord orbital attack cooldown reduced from 0.1 > 0.08
Bomb Shooter

Just a little cost coming off the Bloon Impact upgrade, with some cost also moving up from Assassin to Eliminator to move this usage.

  • 4xx Bloon Impact price reduced from $3600 > $3200
  • x4x MOAB Assassin price reduced from $3200 > 3100
  • x5x MOAB Eliminator price increased from $25,000 > 25,500
Tack Shooter

Inferno Ring didn't need the pierce reduction that was last applied to Ring of Fire so we're adding this back. The recent ability crosspathing for Tack Shooter was fun but feels too lopsided as pierce concerns are very niche on Maelstrom, instead we want to shift this entire focus around for top path to be the rate crosspath for more damage in a shorter amount of time and leaving bottom mainly about greater overall uptime.

  • 500 Inferno Ring pierce increased from 30 > 45
  • 520 Inferno Ring pierce increased from 45 > 60
  • x3x Blade Shooter damage type Sharp > Shatter
  • 240 crosspath no longer increases ability pierce
  • x5x Super Maelstrom damage type Normal > Shatter
  • x4x Blade Maelstrom pierce increased from 120 > 200
  • x5x Super Maelstrom pierce increased from 300 > 500
  • x4x Maelstrom ability attack cooldown increased 0.03 > 0.045
  • 140 Blade Maelstrom now increases ability attack speed by 15%
  • 240 Blade Maelstrom now increases ability attack speed by 15%
Glue Gunner

Bloon Liquifier is not a great save-up into Bloon Solver, so buffing its puddles. Glue Storm is fantastic now however buildup tiers into it feel they serve little point at all, we're shifting price out of Glue Soak into MOAB Glue and from Glue Hose into Glue Strike so these weaker upgrades can come by sooner. Super Glue isn't a big upgrade to Relentless Glue for the high cost so we're setting it at a different price point to other similar role towers, but also hitting it with a larger full rework of number shuffling, with more of the damage it deals coming from the DoT rather than the initial impact making it easier for DoT to self-trigger glue explosions and act as a buff to the 205 crosspath along with the base pierce of the glue explosions being higher.

  • 4xx Bloon Liquifier lingering puddle damage increased 1 > 2
  • x3x Glue Hose price reduced from $2500 > 2100
  • x4x Glue Strike price increased from $3450 > 3850
  • x5x Glue Storm price increased from $15,000 > 16,000
  • x2x Glue Splatter price reduced from $1650 > 1450
  • xx3 MOAB Glue price increased from $3400 > 3600
  • xx5 Super Glue price reduced from $28,000 > 24,000
  • xx5 Super Glue damage reduced from 50 > 30
  • xx5 Super Glue DoT damage tic increased from 1 > 20
  • 205 Super Glue DoT damage tic increased from 1 > 21
  • 205 Super Glue DoT damage tic interval reduced from 2 > 1.8
  • 024 Relentless Glue splat on pop pierce increased from 9 > 10
  • 005 Super Glue splat on pop pierce increased from 6 > 11
  • 015 Super Glue splat on pop pierce increased from 6 > 12
  • 025 Super Glue splat on pop pierce increased from 6 > 15
Sniper Monkey

Sniper Monkey has some very powerful upgrades but also many poor stepping stones. We felt this tower needed a big price shuffle all around, pushing down the cost of many underwhelming upgrades but returning this back into stronger upgrades.

  • 2xx Large Calibre price reduced from $1500 > 1300
  • 4xx Maim MOAB price increased from $5400 > 5650
  • x1x Night Vision Goggles price reduced from $300 > 250
  • x3x Bouncing Bullet price reduced from $3200 > 2800
  • xx1 Faster Firing price increased from $400 > 450
  • xx2 Even Faster Firing price increased from $400 > 450
  • xx3 Semi-Automatic price reduced from $3000 > 2900
  • xx4 Full Auto Rifle price reduced from $4250 > 4100
  • xx5 Elite Defender price increased from $14500 > 14700
Monkey Sub

We have come back a number of times to add, fix & balance sub crosspathing, over years of learning though it currently feels messy and we'd like simplification. Heat-Tipped Darts doesn't increase base sub pierce, so it feels silly to require it for maximum pierce on Submerged subs. Likewise Airburst shouldn't be required to maximize the rate of submerged subs, instead we'd rather give people an easier way to work with the Airburst attack if they desire to upgrade to it so 'Submerge' is moving to a new Tower Special rather than target priority. Ballistic Missiles always had excessive pierce for what it is, so this is being cut back on.

  • 3xx Submerge and Support's 'Submerge' target prio is now a Tower Special
  • 3xx Submerge and Support price increased from $500 > $700
  • 310 Submerge and Support de-camo pierce increased 120 to 150
  • 320 Submerge and Support no longer increases de-camo pierce
  • 301 Submerge and Support de-camo cooldown reduction increased 15% > 30
  • 302 Submerge and Support no longer reduces attack cooldown
  • 4xx Bloontonium Reactor price reduced from $2500 > $2300
  • 410 Bloontonium Reactor dps aura pierce increased 70 to 100
  • 420 Bloontonium Reactor no longer increases dps aura pierce
  • 401 Bloontonium Reactor dps aura cooldown reduction 15% > 30
  • 402 Bloontonium Reactor no longer reduces attack cooldown
  • x3x Ballistic Missile price reduced from $1400 > 1350
  • x3x Ballistic Missile pierce reduced from 100 > 60
  • x3x Ballistic Missile reload time 0.9945s > 1
Monkey Buccaneer

Aircraft Carrier has many problems in general and we could write multiple paragraphs about what went on with the decision making on this one upgrade but tldr; overhauling the feel with a big shuffle around of stats and greatly improved targeting to make the tower far more enjoyable & reliable. As noted earlier, Middle Path was identified as not having weakness to justify the power and is seeing changes related to that.

  • 420 Aircraft Carrier mini plane grapes can now set Bloons on fire
  • 4xx Aircraft Carrier mini plane frontal darts gain a very powerful homing effect
  • 4xx Aircraft Carrier mini plane frontal darts damage increased 1 > 2
  • 4xx Aircraft Carrier mini plane frontal darts pierce reduced 9 > 4
  • 4xx Aircraft Carrier mini plane radial darts damage increased from 2 > 4
  • 4xx Aircraft Carrier mini plane radial darts range reduced from 150 > 60
  • 4xx Aircraft Carrier Frontal attack range increased from 200 > 250
  • 5xx Carrier Flagship mini plane darts projectile count 1 > 2
  • 5xx Carrier Flagship mini plane pierce reduced 14 > 7
  • 5xx Carrier Flagship mini plane damage type Normal > Sharp
  • 520 Carrier Flagship grants plane grapes damage type > Fire
  • 5xx Main attack projectile radius no longer increased
  • 5xx Mini Ace forward gun projectile speed no longer increased
  • 5xx Mini Ace radial projectile speed no longer increased
  • 5xx Mini Ace radial projectile radius no longer increased
  • x3x Cannon Ship's frags no longer 'shotgun' the initial target
  • x4x MOAB Takedown ability requires camo crosspath for DDTs
  • x5x Pirate Lord grapes damage reduced from 10 > 8
  • x5x Pirate Lord grapes bonus damage to Ceramic reduced 10 > 8
  • x5x Pirate Lord bombs bonus damage to MOAB reduced 6 > 5
Monkey Ace

Sky Shredder somewhat justifies its power as one of the very best towers in the game, although everything at this level is a bit too cheap. Exploding pineapples gained a larger rate bonus from crosspathing than the main attack did to make up for its base rate being so poor, so we're fixing that poor base rate while keeping the crosspath bonus the same. Centered Path these days adds a lot more potential power to Ace than before and we are moving price down into it from Neva-Miss. Neva-Miss itself is too fun and cool to be lost completely on the very next upgrade so it's coming back to Spectre as an additional attack, as this main attack is back again 204 no longer needs to give an additional conflicting crosspath benefit. Finally, the Doomship continues to outperform all other paragon significantly enough even for the much higher price that we feel the need to slightly increase the ability cooldown - although the new buff from sub paragon lowers this back down to exactly 45 again anyway.

  • 5xx Sky Shredder price increased from $41,500 > 42,500
  • 110 Exploding Pineapple rate bonus reduced 40% > 25%
  • 010 Exploding Pineapple reload rate reduced from 2 > 1.7
  • 030 Bombing Run no longer increases rate (remains 1.7)
  • xx2 Centered Path price increased from $300 > 550
  • xx3 Neva-Miss Targeting price reduced from $2800 > 2550
  • xx4 Spectre Radial 'neva-miss' attack is no longer disabled
  • xx4 Spectre radial attack damage increased from 1 > 3
  • 204 pierce of darts no longer gains +25%
  • Goliath Doomship ability cooldown increased from 45s > 50
Heli Pilot

Pursuit will now interact with Patrol Points in a limited 'pursuit between points', with this now you will be able to make your pursuit heli stay on one side on multi-path maps without getting stuck in the middle. Razor Rotors is fairly good now, but it could still justify a little more power given the weaknesses of the expensive upgrades that it builds into.

  • 2xx Pursuit upgrades the Patrol Points flight pattern to a 'Pursue Between Points'
  • 3xx Razor Rotors rotors attack cooldown reduced from 0.5s > 0.45
Mortar Monkey

Such a heavily explosive based tower upgrade to ignore its explosive weakness on every path didn't sit right, some of the Normal damage type on top path is now trading in to make it stronger in other ways. BAD/Boss damage was used to help prevent middle path falling flat against strong single targets - but the more recent rework did farr better at bringing great power to this path so we're cutting back on those bonuses again now. Signal flare is too effective a cheap full map de-camo though a little unreliable due to the lower rate & low radius of de-camo, cost is increasing a little but also with greater radius for the de-camo area to improve reliability and a power buff at Shattering Shells for there to be more of a reason to path through Signal Flare rather than stop at it.

  • 4xx The Big One damage increased from 7 > 8
  • 4xx The Big One shockwave damage increased from 1 > 2
  • 4xx The Big One price reduced from 8000 > 6500
  • 4xx The Big One main center explosion damage type Normal > Explosion
  • 402 The Big One burny stuff damage increased from 5 > 7
  • 502 The Biggest One burny stuff damage increased from 45 > 50
  • x4x Artillery Battery bonus damage to BAD/Boss reduced from 4 > 1
  • x5x Pop and Awe buff to other mortars BAD damage reduced 6 > 1
  • x5x Pop and Awe bonus damage to BADs reduced from 6 > 2
  • x5x Pop and Awe price increased from $30,000 > 32,000
  • xx3 Signal Flare price increased from $800 > 900
  • xx3 Signal Flare camo removal radius increased from 43 > 52
  • xx4 Shattering Shells price reduced from $10,900 > 10,500
  • 004 Shattering Shells MOAB DoT damage increased from 5 > 10
  • 204 Shattering Shells MOAB DoT damage increased 10 > 15
Dartling Gunner

Laser Cannon is not a great stepping stone for Plasma Accelerator, we think these are ok though so adjusting prices between them slightly. Focussed Firing feels too important for Rocket Storm with how wide the base spread is for the ability, so we're improving base spread significantly.

  • 3xx Laser cannon price reduced from $3750 > 3650
  • 4xx Plasma Accelerator price increased from $11,000 > 11,100
  • 040 Rocket Storm ability spread reduced 120 > 90
Wizard Monkey

Dragon's Breath is too much of an early powerhouse right now, as the DoT doesn't care for high rate we're reducing that rate, but slightly reducing the cost of Phoenix as well. Magus currently has higher single target on the drain beam than the main spike attack at degree 1, the intended mechanical functionality of this tower prevents drain beam being left active at all times, and we also don't want players to stay on drain mode all the time so we are shifting power levels around a little to give these attacks the same overall degree 1 single target power.

  • x3x Dragon's Breath attack cooldown increased from 0.125 > 0.135
  • x4x Summon Phoenix price reduced from $7500 > 7000
  • x5x Wizard Lord Phoenix targeted breath attack type Normal > Fire
  • Paragon drain beam damage reduced 200 > 100
  • Paragon spike attack damage increased from 50 > 100
  • Paragon spike bonus to MOABs increased from 250 > 300
Super Monkey

We weren't sure we'd see the day but the bottom crosspath is now quite used on all Supers, especially so it seems to make Robo Monkey very powerful currently so to address a few different concerns on Super Monkey we're moving costs from top to middle crosspath

  • 1xx Laser Blasts price reduced from $2500 > 2000
  • 2xx Plasma Blasts price reduced from $3000 > 2500
  • x1x Super Range price increased from $1000 > 1500
  • x2x Epic Range price increased from $1400 > 1900
  • x4x Tech Terror price reduced from $19,000 > 18,000
Ninja Monkey

Flash Bomb has pierce too excessive for Shinobi Tactics to do anything for it but then lacks any actual damage output, so this high pierce is trading in for greater damage. Master Bomber's MOAB stun was not changed when Flashbomb stun duration was previously increased, so it is now increasing to match

  • xx3 Flash Bomb pierce reduced from 60 > 30
  • xx3 Flash Bomb damage increased from 1 > 3
  • xx5 Master Bomber flashbomb MOAB stun time 0.25s > 0.325
Alchemist

Acidic Mixture Dip is a strong offender removing many weaknesses in the game for exceptionally low of a cost. Acid Pools only adds anything to the tower when there are no Bloons around, so we're making it a hybrid that benefits somewhat from this upgrade even while attacking normally.

  • 2xx Acidic Mixture dip max stacks reduced from 40 > 30
  • xx2 Acid Pools every 5th attack against a Bloon drops an acid pool under the target
Druid

Hard Thorns is useful and often taken for crosspath even if not going for 2xx as lightning is comparatively very expensive for what it offers so moving Thunder's cost out into both the surrounding upgrades.

  • 1xx Hard Thorns price increased from $250 > 350
  • 2xx Heart of Thunder price reduced from $1000 > 850
  • 3xx Druid of the Storm price increased from $1650 > 1700
Spike Factory

Middle spactory buffs were a fair amount overdone, cutting back more on this.

  • x3x MOAB Shredder bonus MOAB dmg reduced from 8 > 7
  • x4x Spike Storm ability bonus MOAB dmg reduced from 8 > 7
  • x4x Spike Storm ability cooldown increased from 40s > 45
  • x5x Carpet of spikes bonus MOAB dmg reduced from 8 > 7
Engineer

Improvements for Sentry Expert AI based on your feedback. Some minor QoL buffs for Ultraboost as it's very expensive over multiple T4s. Lastly Bloontrap was rather unfairly able to steal all cash in Co-op games; we want to avoid dividing one player's farm earnings between the group entirely, but decided on a compromise here to prevent it from stealing that base amount.

  • 4xx Sentry Expert should react with less Cold Sentries in response to Pink Bloons, and prioritize a more for AoE cleanup
  • 4xx Sentry Expert should react with less Energy sentries in response to Blue MOABs, and prioritize a more for ceramic cleanup
  • x5x Ultraboost cleansing foam pierce 10 > 30
  • x5x Ultraboost ability now has full duration on T4s 0.75 > 1
  • x5x Ultraboost ability now has full duration on T5s 0.5 > 1
  • xx4 Bloontrap now divides the base value of absorbed Bloons between all players when collected, any extra multiplied value is fully granted to the owner of the Bloontrap
Beast Handler

Megalodon's maximum time to drag MOABs to the depths was higher than at T4 given that it now has to account for grabbing BADs, we've now separated this out for a separate max time for BADs and reduced drag time for other MOABs to match the T4 again - along with much stronger & faster thrash knockbacks. T-Rex has been generally too strong while still sitting in a spot we like in terms of gameplay so we have slightly reduced damage and pierce. Bottom path birds up to T3 are also just a little too good for the cost and are all going up about 5% with Condor's price being reduced to compensate.

  • 5xx Megalodon knockback lifespan reduced from 0.4 > 0.3
  • 5xx Megalodon MOAB knockback amount increased 0.5 > 1.5
  • 5xx Megalodon maxMOABGrabTime for non-bads (0, no max) > 6s
  • 5xx Megalodon maxMOABGrabTime for BADs unchanged
  • x4x Tyrannosaurus Rex damage reduced from 32 > 30
  • x4x Tyrannosaurus Rex damage scale reduced from 64 > 60
  • x4x Tyrannosaurus Rex pierce reduced from 24 > 22
  • x4x Tyrannosaurus Rex pierce scale reduced from 36 > 33
  • x5x Giganotosaurus price reduced from $70,000 > 60,000
  • xx1 Gyrfalcon price increased from $180 > 190
  • xx2 Horned Owl price increased from $915 > 960
  • xx3 Golden Eagle price increased from $3000 > 3150
  • xx4 Giant Condor price reduced from $8000 > 7800
Hero Balance
Gwendolin

Much more shifting of Gwen's power to even her out into higher tiers

  • Lv1 pierce reduced from 3 > 2
  • Lv5 pierce reduced from 6 > 4
  • Lv13 pierce reduced from 9 > 8
  • Lv3 co*cktail pierce decreased from 30 > 20
  • Lv7 co*cktail pierce decreased from 50 > 40
  • Lv11 co*cktail pierce increased from 50 > 60
  • Lv10 firestorm moab DoT damage 10 > 15
  • Lv16 firestorm moab DoT damage 15 > 20
  • Lv20 co*cktail bloon damage 2 > 5
  • Lv20 co*cktail moab damage 5 > 8
  • Lv20 firestorm bloon damage 5 > 15
  • Lv20 firestorm moab damage 25 > 30
Striker Jones

There's very few places to obtain 'percentage pierce', and looking at it we feel like this is something that really does fit where Striker's Explosives Expert could improve on for everyone, not just Bomb Shooters - especially given that this buff would be quite significant for Mortars and never previously applied for them, or maybe even encourage Striker in niche strategies that don't need these towers.

  • Striker Jones placement cost reduced from $750 > 700
  • Lv8 Bomb Shooters in range gain +5% range now applies to any towers in range
  • Lv8 Bomb Shooters in range gain +25% pierce now applies to any towers in range
Obyn Greenfoot

While powerful, Obyn's Totem can be quite unreliable so we're reducing that inconsistency by allowing more totems to exist at one time and preventing them targeting inactive lanes. Previously Obyn attempted to help Tornadoes against MOABs with a damage bonus, as we've now decided the best way to make them better against MOABs is simply to not target them this buff no longer serves a purpose, so it is instead being replaced with a rate buff to Tornadoes. Finally as Wall of Trees is one of the longer cooldowns in the game and lacks as much of a punch as other hero abilities we're buffing that cooldown a fair amount with the level 20 upgrade.

  • Lv4 Nature's Ward totem max number summoned increased 1 > 5
  • Lv4 Nature's Ward totem set to only target paths with active Bloons
  • Lv9 Obyn no longer grants +1 moab damage to tornadoes
  • Lv9 Obyn instead reduces Tornado attack cooldown by 30%
  • Lv20 Wall of Trees cooldown reduced from 90s > 75s
Admiral Brickell

Sorry Brickell, at least there's a bunch of Buccaneer & Sub changes and 2 paragon friends to work with!

  • Admiral Brickell Lv10 Megamine lifespan reduced from: 180s > 150
  • Lv6 Revolver damage increased from 5 > 6
  • Lv12 Revolver damage increased from 8 > 12
  • Lv15 Revolver damage increased from 12 > 18
  • Lv17 Revolver damage increased from 18 > 40
Geraldo

We feel the higher level of complexity of Geraldo (along with simply much greater effort required to produce heroes like this) places him up on an elite tier of heroes we don't necessarily want players to jump right into before learning the game more, as we previously announced at the end of last year his unlock cost is now being increased to reflect this. A number of Gerry's items are also being tweaked here along with a base placement cost increase as he is also overperforming in a number of ways compared to other heroes.

  • Increase Geraldo's MM unlock cost from 5000 > 7000
  • Lv15 Sharpening Stone no longer grants +1 damage
  • Lv15 Sharpening Stone instead grants an additional +1 pierce
  • Lv8 Gerry's Fire price increased from $500 > 600
  • Geraldo placement cost increased from $700 > 750
  • Quincy Action Figure price reduced from $750 > 700
Corvus

We all knew Corvus would have to come down, he'll most likely still need some further tweaks after this but we want to settle him in slowly and not overnerf things too much - as he deserves to keep a high ranking spot among the heroes.

  • Lv1 Spear explosion delay 0.05s -> 0.15s
  • Lv1 Spear main spear projectile now has a pierce limit of 10
  • Lv3 Echo cooldown increased from 45 > 55
  • Lv3 Soul Harvest cooldown increased from 30s > 35
  • Lv4 Trample damage increased from 12 > 15
  • Lv7 Ancestral Might damage reduced from 100 > 50
  • Lv13 Ancestral Might damage reduced from 250 > 150
  • Lv20 Ancestral Might damage reduced from 500 > 400
  • Lv13 Overload damage reduced from 3000 > 1500
  • Lv20 Overload damage reduced from 8000 > 4000
Event / Boss / Relic / Knowledge

Ace balance early on has been problematic in some cases, instead of directly nerfing Ace we felt the most fair solution here was to instead nerf this knowledge point as it can interact in an extremely powerful way with how many projectiles these towers can produce at low upgrades.

  • The 'Airforce Upgrades' Monkey Knowledge to now only apply to Heli's or Aces of T3 or higher

Leveling up from 3 to 4 takes about the same amount of experience as 1 to 3, so stacking this Knowledge & Relic together without any diminishing effect was quite silly given these both apply flat levels ignorant of any actual XP requirement

  • The 'Extra Empowered' relic is now limited to grant a maximum Hero starting level of 4
Looking Forward
  • So happy to be starting the year with a new Paragon, with our launch ready version of BTD6+ on Vision Pro, and with our PlayStation version ready to submit! January has been incredibly busy and tactical, but we did take important time out for planning the year ahead. We can't talk about everything quite yet, as we need to make sure the full team has reviewed the calendar first but here are a few of the things that we're super excited to bring to the game! Cheers to an awesome 2024 ahead, and thanks in advance for your feedback!
    • Console: PlayStation is heading into submission very soon. We don't have a release date to announce yet so keep an eye on our official socials for news. PlayStation will launch as a PS4 game so it will be playable on both PS4 and PS5. Switch development will start immediately and we'll keep you updated on status and timeline. Once Switch is in submission we'll dig into the content updates that we all want to see on all 3 console platforms.
    • Player Creator Systems: As mentioned in December, we have been working on systems to help highlight the incredible content players are creating for Maps, Challenges, and Odysseys. We are framing this around Accolades - visual tags that other players can purchase as IAPs to express their praise for any given curation. There will be \~10 of these at launch, each of them expressing support for the visuals, hard work, intelligence, fun, and challenge of player creations. The IAP structure is central to the revenue share back to the player creators, as a portion of that IAP will be paid out via their Nexus.gg account. Along with the Accolades and rev share, we'll also be featuring player creations in new ways to try to share the spotlight as broadly as possible amongst creations the community is enjoying. We're intending this for update 42, so wish us luck as there is a lot of backend and UI to these systems!
    • New Hero: We're not ready to reveal the name just yet, but still in the first half of the year we're planning a Jet Pack Hero. Think multiple mobility upgrades, switching between two weapon types, more bouncy projectiles because they are such fun, and cool build synergies with other flying Monkeys.
    • New Monkey Tower: By northern hemisphere mid summer we're hoping to add an all new Monkey Tower to the game! New Towers with all of their crosspaths and combinations with other Towers takes significant iteration, so we've been working with this concept for a non-military water unit for a long time. Every time we'd see fan art in this direction, we'd bite our tongues, but, yes, from the depths of Monklantis…
    • Teams Event: Bosses are tough, and many players haven't successfully taken them on or even tried. Teaming up is the classic way to take down bosses, but in co-op the extra hands are balanced by the split of XP. As a proper Teams event, we're planning a Boss Rush event where aggregate play against the Boss is the way to succeed.
    • Game Editor: Building from the framework of the Map Editor and working with existing modders of BTD6, we hope to deliver in the last quarter of the year a full functional Game Editor with the ability on all platforms to changes stats, damage types, and projectiles of Monkeys, have more choice with roundsets, and have sandbox tools that allow the creation of new game modes like progressive gun-game or rogue-like upgrade choices to allow for completely new game types. We're hoping to have further mod support enabled for PC with Steam Workshop integration, and to keep building from there!
    • More more!: Heaps more we want to do and have penciled in, so that's where more planning is needed and we don't want to share that whole list and disappoint ourselves and you. But rest assured we are working on Bosses and Paragons, new Quests with more experiments and lore, Hero Skins, new Maps, hoping to get the Bloonspedia in to help new players, and framing out periodic Legends content drops for players looking for even more challenge.
  • In addition to this being the first update of the year, this is technically our 40th update, since we started out with version 1 at launch! To celebrate this milestone, we have a few fun things planned for the community and wanted to let you all know to keep an eye out. Firstly, we will be planning to run a poll over the next few weeks to pick what tower plushie you would like to see from three options and there may be a chance for some giveaways over on our Twitter/X account but we will have more to share once the poll is up. Secondly, we will be doing a collection event with increased rewards which will be live with the update so get to collecting!
  • We hope some or most of that excites you about what adventures the Monkeys will get up to and we hope this update 41 starts your BTD year off well! Thanks so much for playing and we look forward to your feedback on our socials.

Bloons TD 6/Balance changes/Version 41.x (2024)
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