Level 6: stuns bloons for 0.3 -> 0.45 seconds Not much gets past its ability either, so minor adjustments have been made to both. Sentai Churchill is extremely strong in the early game for its cost. Level 3 High Energy Shells: ability reduces attack cooldown by 45% -> 42% Level 1: Pierce per explosion 5 -> 4 (carries over to future levels, so 7 -> 6 at level 2, 10 -> 9 at level 11) We’ve also shuffled some of the cash amounts to distinguish the tier 5 ability from the tier 4, so that it can have its own button space in the ability quickbar. Like with Heli Pilot and Sniper, this nice quality of life change fits very well for Druid’s ability too. x5x Spirit of the Forest: Jungle’s Bounty ability cash $1k -> $1.5, end of round cash $3k -> $2.5k x5x Spirit of the Forest: Jungle’s Bounty ability no longer shares button space in the ability quickbar with tier 4 Jungle’s Bounty abilities. x5x Spirit of the Forest: Jungle’s Bounty ability will now also trigger all other Jungle’s Bounty abilities We felt that it should perform better against these types of bloons considering its extremely high price tag, therefore we added this change to improve its single target damage considerably. However, due to this, it performs incredibly poorly against individual tough bloons, such as a single BAD. Ray of Doom is designed to be a high-pierce tower that effectively deals with large amounts of grouped bloons. 5xx Ray of Doom: now deals +55 bonus damage to the first target hit Also note that we have fixed a bug that caused mortar’s targeting to be significantly more accurate than intended. Burny stuff and signal flare also stand out as being exceptionally efficient options, so we have increased the xx2 price. The last 3xx stun duration change didn’t appear to have much of an impact, so we have opted for a price increase as well. Mortar has still been incredibly strong even with the previous nerfs. We’ve extended the change that we did to Sniper’s ability to Heli Pilot, as it is a nice quality of life change that fits here as well. x5x Special Poperations: cash crate ability no longer shares button space in the ability quickbar with tier 4 cash crate abilities. x5x Special Poperations: cash crate ability will now also trigger all other cash crate abilities We’re bringing over some changes from BTD6 that felt reasonable for this game too, buffing the rarely-used Cannonship upgrade. 031 Cannonship: cannonball pierce 28 -> 35 Therefore, we opted to buff its individual strength so that it can shine more on its own. Since its main strength is buffing other Monkey Subs, it lacks versatility as there are often situations where it isn’t practical to build up an army of subs with it. Sub Commander is a very underutilised tier 5. xx5 Sub Commander: attacks 2x -> 3x faster than xx4 Despite Tack being an incredibly popular tower, Inferno Ring still feels lacking in damage, therefore we have upped its Meteor damage and pierce values when crosspathed. This Blade Maelstrom change was made to add greater versatility and limit any side advantages. x4x Blade Maelstrom: crosspathing with xx1 now changes the ability rotation direction to counter-clockwise We have given MOAB Domination some decent damage buffs in the past, but it’s still pricey for what it does, so we think a small price cut is a fair adjustment. We are also extending this to the Spike-o-pult like btd6 recently did, as Dart Monkey could definitely do with this small improvement. Allowing juggernaut projectiles to re-hit bloons after bouncing is a core mechanism of the tower in BTD6, so we are adding it to Battles 2 as well. 5xx Ultra-Juggernaut now allows re-hitting targets after bouncing 4xx Juggernaut now allows re-hitting targets after bouncing 3xx Spike-o-pult now allows re-hitting targets after bouncing We have reduced tower boost’s initial cooldown so that it is more accessible in the tricky early rounds of Speed Battles, as a lot of towers struggle here. Tower Boost initial cooldown 30s -> 20s
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