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Created December 7, 2022 01:52
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Thoughts on BTD6 v34.0 Update Notes

BTD6 v34.0 update notes

"New Boss Bloon: Dreadbloon!"

I guess I need to get into bosses, b/c they do make sense for me in CT, but outside of CT, god, they're so fkn tedious. I'm basically indifferent.

Team banners 9 and 10

Sweet, lets hold off and get one of these since none of the other teams will have them... unless they suck, in which case screw that.

"Advanced challenges & Time Attack tiles in CT will no longer earn XP"

That's kinda big, I assume it means you can't cheese achievements like "No Harvest", or grind XP on the CT races.

"CT Events now support splitting up tile degradation rules based on the tile type"

I legit don't understand what that means

"CT Events rules now support the option of tiles going ‘stale’, not awarding any more points but still remaining captured - we’ve built out some systems to address issues players are having with how CT works currently and will be trying some things out in future now that the systems are in place"

Interesting. I guess that could be useful on like days 2 and 3.

"Resolved an issue with stacking model assets on CT island menu"

I reported that one

"Resolved an issue with store purchased relics & their regular counterparts sometimes not stacking together"

I knew that was a bug!

"Removed Hidden T-Posing Monkeys in the background easter egg that could occur when a menu is opened over the top of the Main Menu."

lol

"A number of behind the scenes optimizations"

That's what I like to hear

"Comanche xx4 upgrade damage should no longer incorrectly change with crosspathing"

uhm... I need more details, is this a buff or a nerf?

4xx Juggernaut fortified damage 0 > 2

Okay... it felt like a fine tower to me, but maybe I missed something. I don't think I use it all that much, though, b/c it's more for beginner and intermediate maps.

5xx Ultra-Juggernaut main ball fortified damage 0 > 5 5xx Ultra-Juggernaut mini juggernaut ball damage 1 > 2 5xx Ultra-Juggernaut mini juggernaut ball fortified damage 0 > 2 5xx Ultra-Juggernaut mini juggernaut ball pierce 100 -> 50

I... don't really get why, TBH. Like it felt like a great tower that didn't need tweaking. I'm not upset about it since I'm not a big racer (the nerf is for races), it's just that it felt totally fine to me. After they release it, we should try it out on Midnight Mansion, I'm guessing it'll destroy that map now.

4xx MOAR Glaives gains bonus to ceramic +1 4xx MOAR Glaives now ignores blocking objects

Interesting, I use this tower basically never, since it is useless after r80. We'll have to try it out and see if this allows it to find a place in my monke army.

5xx Glaive Lord Glaive main attack gains bonus to ceramic +8 5xx Glaive Lord Rotating Glaives bonus to ceramic increased 5 > 8 5xx Glaive Lord Rotating Glaives pierce reduced to 80

lol, they hate racers

Boomerang Paragon price reduced from $400k > $325k

Who cares

xx3 Cluster Bombs cluster pierce reduced 10 -> 8 3xx Really Big Bombs pierce increased 50 > 60

Interesting. I don't really use bomb shooters, though, so doesn't matter much to me.

000 Ice Monkey pierce reduced from 40 -> 30 xx3 Cryo Cannon pierce reduced from 30 -> 20

eww

x2x Deep Freeze now also increases pierce by +10 x2x Deep Freeze price increased from 350 -> 450

lol, this fucking crosspath, like it used to be nice and simple: does more damage, then they nerfed x1x to freeze for a shorter time, so now it also increases the duration of the freeze, and now they're making it also affect the pierce... it's like if you don't have the discord bot to go query, then how in the world are you ever going to understand what these upgrades do?

3xx Ice Shards base damage increased 1 -> 2

Seems a little OP, that tower was already a beast.

xx4 Icicles can now targets MOABs but not slow

Okay, interesting.

Base cost (of glue) reduced from $275 > 225

🤷 they added a MK that made it free and we still don't use it, it needs a lot more than what they did here.

x3x Glue Hose price reduced from $3250 > 2900

I approve

3xx Bloon Dissolver pierce increased from 1 > 2 4xx Bloon Liquefier ceramic bonus increased 1 > 2 3xx Bloon Dissolver tic rate 0.65s > 0.575

I approve of these, but 4xx needs more, it's just a really awkward path b/c up until you have the solver, you need the middle crosspath, and after you have the solver you need the bottom crosspath. It just doesn't have enough pierce / attack speed to be an attacker. I guess they're trying to make it the ceramic solution, but IDK, I'd reach for a lot of other things before I'd reach for this.

xx3 Semi-Automatic price reduced from $3500 > 3000 xx5 Elite Defender price increased from $14,000 > 14,500

I approve, but I'm still mad about how they fucked the middle crosspath 2 releases ago.

502 The Biggest One DoT damage increased 25 > 45

Interesting, I'll have to try that out.

204 Shattering Shells DoT damage increased 5 > 8

lol, no one gets shattering shells for the damage, they get it b/c they're scared of r98

205 Blooncineration DoT damage increased 5 > 8 205 Blooncineration MOAB DoT damage increased 100 > 150

That makes sense. But they're still missing the super obvious "follow mouse" option so you can pair it with the dartling gunner and heli

A billion Archmage buffs

Wait, is Archmage good now? lol, I told you they just shuffle the numbers around so that you're switching out which towers you prefer each version. Like "ehh, this one's been bad for a while, let's make it good, that one's been good for a while, let's make it bad"

x4x Tech Terror ability damage increased from 2500 > 2600

Can the crits hit purple? B/c if not then 042 is still a downgrade from 032.

Lv19 Quincy gains projectiles 2 > 3

I approve.

Lv20 Obyn Wall of Trees pierce increased from 5000 > 9001

I approve (I assume this is an "it's over 9000!" joke)

Lv1 Geraldo placement cost increased from $600 > $700 Lv5 Sharpening stone duration reduced 15 > 10 rounds

Oh fuck off.

MOAB Clash: reduced from +3 > 2

I guess that's fair

Regeneration: restore lives/round (up to starting lives) 10 > 20 Restoration: restore lives/round (up to starting lives +200) 20 > 10

Regeneration needed it, it was a trash relic. I'm sad about Restoration, though, that 20 life bonus really enabled some cool strategies, eg you could tank all the camo before 40 with it. I'll have to redo the math to see if that's still possible or not. But, I mean, these changes do make sense, otherwise Restoration completely outclasses Regeneration.

Starting Cash: starting cash bonus reduced from $300 -> $250

Uhm... that might screw with the ability to afford heroes :/ Though based on all the other updates, its real purpose is probably just to screw the racers, lol

Box of Monkey: free tower cost limit reduced from $500 -> $400

Eww. Now you can't get a wizard or druid or engineer with it, which was the whole point of it (at least for me). Line in a least cash game where you need something to save up for Churchill, you could use a druid or engineer, but now it probably won't be possible. What was the point of this? Oh, nvm, it was to screw the racers.

Primary Primates: Primary Monkeys discount 10% -> 8% Monkey Tycoon: All Monkeys discount 5% -> 4%

Uhhh... are these relics? I don't think I've ever seen them.

Heartless: regrow rate reduction 25% > 50%

I approve

Sauda’s feeling is far too much of a ‘set and forget’ play

That's because people are fucking idiots. Sauda is "solve the early game and r76 and r78 for me". She takes a lot of skill, people just don't realize it because they don't pick her b/c her late game got nerfed into uselessness.

Lv2 pierce reduced from 6 > 5

Fuck that

Sauda's leaping sword changes

I... I don't... I can't process all of that, sry. I think it will probably make no difference at all, though, b/c if I'm reading it right, then she can still pop all the ceramics in the r40 MOAB, and she can still take out the leads on r28, and it'll still be bad against the super ceramics after r80, so what does this practically change?

Sauda changes overall

They need to just allow her to gain XP faster or something, Sauda's problem is she's useless in the late game, and this doesn't change that. She's supposed to synergize with debuff towers, but even if you get her every single debuff, it's still just kinda lackluster. Like not worth the effort, they should be buffing her synergy, IMO. She's super strong in the early game, and that's def an important niche (yet they usually restrict her in CT, where this would shine). IDK, they seem like they want people to use her abilities more, which is good, but people don't hate her b/c her abilities are bad, they hate her b/c they're stupid and assume she can still 1tc, but yet she's actually overnerfed. So they either don't use her and think she's overpowered, or they do and get disappointed.

New Team Events and Features: more ways for Teams to play, compete, and have fun together, focusing on skill rather than grind, as well as new Team tools to help find like-minded players and safely communicate

I'm excited for this!

Map Editor and Player Creators: a fully functional in-game map creation tool with a curation pipeline is a huge goal; we’ll attempt to build this in stages so we can get more frequent community feedback about what should come next

This... this sounds insane, lol. Like I literally can't imagine how they intend to do this. They just said "learn from the places where we bit off more than we could chew", and then right after it they said "a fully functional in-game map creation tool"... I once wrote a goddam essay about how this is practically impossible.

Mod support: whether via direct support or 3rd party tools, we’ll be developing better ways for modders to have fun with the game while improving the tracking and compartmentalizing of mod-based play to alleviate friction with accounts, main game progress, and fair competitive play

Trying to not get my hopes up, but this could be extremely extremely cool.


I wish they would have iterated on CT a more than they did. Eg more frequent savepoints or reduced retry costs; better balanced starting positions; a delay on losing relic access, so if you held it that day then you could use it, even if it got taken from you, that should help counteract the issue where one-team can leverage a relic advantage to completely dominate the map for the entire event; some way to compete with other teams in other events, b/c after you get to the late game where you're just maintaining your tiles, there's no incentive to keep improving your tile scores as no one will contest them, but like getting 4 on EAF was a lot of fun and I only did that b/c the people in Relentless said it wasn't possible, and improving my scores on green's prison every day was a lot of fun, but the incentive there was to keep green spawn locked. IDK something like extra trophies to the first person to get the best score on a tile, so that you were competing locally over the map, but globally over the tile.

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