

Therefore, we have given it a slight buff to its early game so that it can regain more relevancy in the meta. However, since then it has received multiple nerfs and the bloon send changes also had a big impact on its viability. Closer to launch, Boomerang was a very dominant tower in the early game. While this is Tack Shooter’s strong point, we believe a small nerf is justified so that it’s not quite so efficient. Tack Shooter has always stood out as being exceptionally powerful in the early game. Acknowledging complaints about the previous pierce buff making Perma-Spike perform worse against ceramics (before round 30), we have reverted this change and given it a rate buff instead. xx5 Perma-Spike: Attack Cooldown 4.5 -> 3 Considered an extremely efficient option for buffing towers in the mid/late-game, we thought that Stronger Stimulant was a little too good for its price. A lot of Necromancer’s strength also comes from the wall of fire, so we have decided to weaken that attack.
#Bloons td battles 2 mod full#
On reflection, the previous nerf to Necromancer was not impactful enough, because the graveyard capacity mostly remains at/near full capacity, meaning that the nerf did not change too much. 024 Necromancer: Wall of Fire no longer receives a damage buff from bloons in the graveyard. We will closely monitor how this affects the game and be receptive to more changes in future updates. Additionally, we have reduced the efficiency of the higher-tier farms, to balance out how much money farm players will get in the late game. Ideally, this will lead to more interesting games between farm players, by giving them more rushing potential in the early/mid-game. With this change, we hope to encourage farm players to build more farms in the early game rather than building income first and transitioning to farms later. Currently, the optimal competitive playstyle with farms is more passive than we would like it to be, so we would like to give a buff to early-game farms.

Balancing farms and income is always a tricky area because it’s such a fundamental part of the game, and any changes will be controversial because unfortunately the community seems to be divided on which direction it should go. This change aims to promote more frequent rushes, leading to more exciting and competitive games. With such a short cooldown, there was not much potential for secondary rushes in-between boosts, especially considering that most heroes have powerful abilities that can be used as alternatives to boosts.
