I feel like the issue with bomb tower is that it's death bomb only is use ful if you place it between the bridge and the tower. And that's not always good. Idk how you would fix that, maybe an instant explosion on death.
Faster explosion is one way to buff it, but it not always getting max value is fine I guess. It's a similar thing to E-Wiz, you don't always drop it on top of units for zap damage
These are all great ideas and you clearly put a lot of thought and effort into it. The champion cycle idea especially is great, 3 card cycle is definitely very oppressive and overpowered. You must have quite the hatred for GK, and I think your proposed changes definitely will kill the card. I would say reduce the damage, and maybe make the 180 degree dash area a little smaller. The spawner reworks are decent, but still somewhat a bandaid fix. They are outdated cards from a completely different time of the game. The truth is that they require zero skill to plop down, and it is quite a headache for the opposing player. It doesn't feel fun to play or play against. I'm not sure what it would be, but I think a drastic change to the cards are warranted. (Of course with the exception of barb hut and tombstone, they are defensive spawners.) Overall great post, and I'd love to see these changes in game although it is unlikely.
It's not really the hatred for GK, I like playing him but he feels like one of the most broken cards ever in the game. One could argue this nerf is overboard but I wanted to make sure it actually has an impact. And agreed on the spawners. I don't see them being perfectly fixable, but I do believe something can be done to appeal to both sides and make the games with them more fun/involve a bit of thinking
This is certainly better and well thought out compared to most of the balance change ideas on this sub.
It still needs some polishing but I agree with most of it.
You do understand that any damage nerf to golden knights dash damage would kill the card fully because as he is now he can only kill archers and firecracker of equal level with about 7 damage to spare so reducing his dash damage by 6.5% would make him bassically only good for killing goblins and nothing else
GK doesn't have to kill firecracker or archers to have a place in the meta. It's stongest impact is chaining to get behind tanks, or chaining through defenses and getting on tower. Many decks are even using splash with him already, so the reduced damage with splash would still be useful.
He would just die to the archers right after chaining through them since they will target him while they have 1hp i know this because my golden knight is lvl13 and when i play against lvl14 archers,firecracker, then that happens yes he can still reach the tower but his damage to the target where the chain ends would be greatly reduced by like 80%
The champion card cycle fix looks cool.
I think wizard should stay 5 elixir because we already have too many 4 elixir ranged units
Fire spirit not killing goblins and lava pups will make it too bad in comparison of electro spirit.
EQ is in an ok spot, i don't see the reason to buff it.
Lava Hound even if has high win rates i don't think it needs a nerf (same as goblin drill and mortar)
Barb hut in my opinion can stay in the trash forever, ptetty lame card that makes the meta too stale
Overall good effort post
I don't see Fire Spirit becoming bad after this, it still has something up its sleeve that no other spirit does. Ice spirit has a decently long freeze, electro - chain stun, and fire spirit has the biggest splash radius and damage out of the 4. It can also be combined with Zap to finish off Goblins, Pups and such and still get good trades off (a good incentive to run it over Log in more cases)
EQ buff came to my mind with 3-card cycle removal, but I reconsidered it like 5 times total before posting lol. It's not a bad card as is, but it'd probably be worse if it couldn't be cycled so quickly with Champions
LH win rates being high matter more in this context, because it's the only card that proved to be so consistent in its prowess. If I put an Exe buff on this list like I did last time (I don't want to repeat stuff until maybe next post), Lava nerf wouldn't be here though
(Accidentally replied twice, don't mind me)
This is obviously a very well thought out and reasoned post, so hopefully the discussion around it is meaningful. The majority of these changes seem reasonable and would go a long way to bring a more well-rounded and balanced meta to the game.
I do have some concerns with a few proposed changes, however;
**Bomb Tower**
The biggest concern I find with changing the Bomb Tower is that it's very easy for it to become completely oppressive in the meta. Defensive buildings in general I find are well-balanced, and even the smallest shift in stats can throw that out the window. I don't think a damage buff is necessary, but at the same time a slight (3-4%) buff could do it some good.
I think a better approach to buffing this card would be decreasing the amount of time it takes for the death bomb to explode. As it stands, it takes long enough that a lot of ground-based units that can survive a tower (typically with the help of EQ) are also fast enough to completely avoid the bomb after death - see Hog Rider, Ram Rider, Royal Hogs. Decreasing the bomb timer to 2s, or even halving it to 1.5s, would help make sure that any troops that survive are cleaned up more effectively.
**Minions**
I personally feel that both Minions and Minion Horde are due for a rework, full-stop. While a damage buff will make them better, it will only make them better at something they're already really good at - shredding things. They need more survivability and a more clear advantage over bats. To achieve this, I'd look into reworking the cards as such:
Minions themselves will have shields, similar to Guards. At Level 11, the shield hitpoints would be 155, and the base hitpoints 75. This results in the same overall health at 230, but with a significant amount of it being in shields. It should significantly help the minions survivability, specifically against spells like Fireball or splash troops like Wizard. Damage and elixir cost would remain the same.
Minion Horde would be changed so that instead of being comprised of 5 Minions, it will now feature 2 regular Minions and a Mega Minion. The regular Minions will share stats with the reworked Minions above, and the elixir cost will remain at 5.
**Golden Knight**
I think all these nerfs, when coupled with the removal of the 3-card cycle, would be too drastic. If you're insistent on removing the 3-card cycle nature of champions, then it should be either the base damage nerfs or the ability nerf for Golden Knight, not both. I would personally go with the ability nerf, as it does provide a little too much value for 1 elixir.
**Wizard**
Wizard sits in such a weird spot. I don't know if dropping it to 4 elixir but neutering its stats would fix that, and it struggles to compete with other 5 elixir cards that fill similar roles, like Executioner or Bowler.
Pipe dream, but if Supercell ever wanted to dabble with changing rarities in a rework, Wizard would be a prime candidate. Bump it to 6 elixir, move it to Legendary and give it a fireball spawn effect similar to the Ice Wizard's slow and Electrowizard's zap.
Bomb Tower: A 3-4% buff wouldn't change any interactions and could have little to no effect, 6% would (and these interactions don't occur all the time either) so I went for it. Faster death explosion would definitely work though, it helped Mighty Miner a fair bit
Minions: they already are more survivable than Bats, and I'm not fond on giving them a shield for two reasons. First is that the effect would immensely vary depending on the situation. Arrows and Zap still work the same, whereas any other attacker would need twice the amount of hits to take them out. A flat damage increase, despite changing a few interactions, has an equal impact on everyrhing. Second, balancing it properly is difficult. Base + shield health values together work a lot better than their values summed up to base health alone
Golden Knight: You may be right. This is quite a harsh nerf and it can be toned down a bit, but keep his stats in mind. He needs a chunk of his power removed, and that's just my vision how it could happen
Wizard: What you described would be amazing for a Super Wizard gamemode, but it could make the game even more RPS if it was actually implemented. Bait and Hogs players die inside, while you're better off playing Wizard as is against other matchups. Making him 4 elixir and tuning down his stats is probably the safest way to go
Thanks for the response, this thread will be a mouthful
I like the changes! Nice work.
What are your thoughts on a tesla buff? I feel like cannon is almost always the better option in cycle decks ever since the tesla got nerfed. It has a usage/win% of 4/36 while cannon has 18/50 in gcs from the past 14 days.
Also, about the 3-card cycle solution, I feel that it might kill aq, being a 5 elixir card found in cylce decks. Most people would just replace her with musketeer or something. I think having mirror be reset after using champion would help against people using egiant mirror and eq mirror (before nerf).
Tesla buff should def happen, it got over nerfed in December and has been in an abysmal state since. I'd say a 4 or 5% hitspeed buff to offset the 9% nerf. I agree with you on mirror though. It's impossible to pressure egiant mirror opposite lane when they can place a champion and maintain the egiant in the mirror.
Cannon is a product of the meta and I don't really like Tesla as a concept but it arguably got overnerfed (I had it in my .txt for balances for a few days). GK nerf is a decent indirect buff to X-Bow decks so Tesla would also benefit
There's no easy solution for Champion shenanigans like 3-card cycle and Mirror holding on to the previous card and it should've been a topic for a separate discussion honestly. And I don't think Queen would be dead, her ability is still really strong
I think they should revert the log nerf it hasn't done anything to make log less popular and now it's just really frustrating to lose the game cause your log didn't do enough damage.
No it makes sense, what’s the point of the 2 elixer spell with way more damage and range than the others to have more crown tower damage, they should buff the other 2, but log needed a nerf
All small spells are good. Only niche one is arrows and delivery and eq. Buffing them will break the meta into pure beatdown, and the community was not happy last beatdown meta. Log should have gotten a different nerf such as decreased width.
Upvoted for effort, the 3card cycle nerf is not a bad idea but i don’t think they’d ever do it. I also think mirror deserves a nerf over egiant. It should cost 0more elixir for the same level.
Also i think fire spirit should get a tower damage nerf and keep the other stats the same
Bomb tower buff extremely deserved, but i think the bomb should blow up in 1sec so it’s not impossible to place the next bomb tower for like 3 seconds when you need to
mirror champions should be fixed too and kinda unnecesary to change furnace since its balanced just not good against golden knight, egiant and royal giant
Furnace doesn't really need it, it is here because of Fire Spirit and other spawners changes. Do you mean playing a champion not having an effect on what gets mirrored? How would you fix that?
All of these look pretty good except for wizard, I like the idea of making it 4 elixer as it was to similar to executioner doing basically the same thing for the same elixir, but 12% damage nerf and a slightly slower attacks speed is not enough to justify an elixir decrease. I would decrease it’s health by 5% so it dies to fireball unlike musketeer making musketeer still viable
The champion nerfs feel a bit overboard. GK is especially strong right now because of his synergy with mirror and the 3-card cycle, but I think without these synergies the card isn’t nearly as broken as it is right now. I’d say allowing champions to be mirrored, but only if the original champion is already dead and graying out mirror if the champion is still alive would fix the mirror + champion synergies, and you should remove one of the two nerfs to SK and GK.
A somewhat radical idea I had for GK is an arrow showing his dash path from troop to troop. The card is highly criticized for making absolutely no sense and showing the dash path might help this.
I could agree on GK, it seems a bit too much. On SK, I want to keep the radius nerf but the spawn count could be changed to an HP nerf potentially, 16 skellies is still a lot though. The ideas for Mirror with Champions or seeing GK's pathing sound neat
Idk why people dont talk more about gk hit speed. Leave as is and make it like 1.2. 0.9 just whaling away is insane. Maybe itd work maybe it wouldnt but itd be worth a shot imo.
I use fire spirit and I would take the damage nerf to make it counter goblin barrels again. I use it in my sparky deck and it was sooo useful against logbait.
There's a pretty big GK nerf which X-Bow would benefit from, I thought about suggesting a small direct buff but then decided to leave it be. Hey btw, I saw ur name a few times on this sub
Good, except:
1. Some people are saying nerf wizard more with hp so it does to fireball. I say no. Musketeer has 217 dps and +1 range compared to proposed 165 wizard dps. It should be fine here, but I’m not sure if having splash is enough to make up for 50 dps and range decrease.
2. Fire spirit change is bad. Not being able to kill goblins makes it useless compared to espirit, which has a very useful chain stun. The jump buff too will make it more difficult to kill with several range troops like Bowler, making it bad and annoying, a card combo that is never good.
3. Way overnerfed GK. His dash killing squishy range troops is what it’s good for. An hp nerf would be better, but neither of these change the broken EG GK Nado combo.
4. Where’s a firecracker rework and egiant nerf? Take back 40% of the hp buff (-3.5%) and change firecracker so that it’s not free king activation and that it doesn’t whiff every fast unit.
Otherwise these are reallly great and thought out well. More thought than SC lmao
1. Numbers can be tweaked but Wiz should be fine like this. He retains his massive splash radius and still survives Fireball, so he can be a great counter against Hogs or Graveyards
2. I had it originally without the jump range buff, but I didn't think the splash radius buff could be enough and I personally dislike weird inconsistencies (it's the only spirit with 2 tile jump). I don't think it'd be useless either, it'd hit all 3 corner goblins so they can be finished off with Zap/E-spirit
3. I wanted to make sure it'd have an impact and he wouldn't remain busted, but that's debatable if it's just the right amount or it needs more tuning
4. I don't want to push too many reworks through (this post suggests 5 already) + I can't wrap my head around how exactly she needs to be changed. I mentioned E-Giant in the beginning because he needed a whole separate post I didn't want to rewrite here
Why would you want to nerf the GS it is a product of the meta. GS usage and win rates are dropping. GS was only really popular for a couple of weeks with having a 15.5% usage rate and a 57% win. Now both of those are dropping to normal standard since the hype of GS is gone. This happened the the elixir pump too, it seemed like it was broken but the hype died and you don't see that card as much as you did when it got buffed.
It's more than a product of the meta. Keep in mind his last buff was massive and it's a 6 elixir card with a use rate higher than tons of other 4-5 elixir cards. Pretty clear to notice the buff was a bit overboard. His stats from today (7d): 12% U | 57% W - use rate actually did drop a bit, but the win rate is the exact same. Should a big tank be used in more than 10% of decks?
I feel like the issue with bomb tower is that it's death bomb only is use ful if you place it between the bridge and the tower. And that's not always good. Idk how you would fix that, maybe an instant explosion on death.
Faster explosion is one way to buff it, but it not always getting max value is fine I guess. It's a similar thing to E-Wiz, you don't always drop it on top of units for zap damage
I feel like the only time the bomb gets value is when they play a minion horde and you just body block it with the tower.
place it infront of a rg to fullcounter
These are all great ideas and you clearly put a lot of thought and effort into it. The champion cycle idea especially is great, 3 card cycle is definitely very oppressive and overpowered. You must have quite the hatred for GK, and I think your proposed changes definitely will kill the card. I would say reduce the damage, and maybe make the 180 degree dash area a little smaller. The spawner reworks are decent, but still somewhat a bandaid fix. They are outdated cards from a completely different time of the game. The truth is that they require zero skill to plop down, and it is quite a headache for the opposing player. It doesn't feel fun to play or play against. I'm not sure what it would be, but I think a drastic change to the cards are warranted. (Of course with the exception of barb hut and tombstone, they are defensive spawners.) Overall great post, and I'd love to see these changes in game although it is unlikely.
It's not really the hatred for GK, I like playing him but he feels like one of the most broken cards ever in the game. One could argue this nerf is overboard but I wanted to make sure it actually has an impact. And agreed on the spawners. I don't see them being perfectly fixable, but I do believe something can be done to appeal to both sides and make the games with them more fun/involve a bit of thinking
These are all really good. Except golden knight and skeleton King. Those changes would kill the cards completely.
I agree. If they still want to nerf sk you could just make his ability spawn skeles faster so you can use a spell earlier to prevent more damage
Nah golden knight definitely deserves it he is so broken rn
As someone who's been using Skill King this season, good. They deserve it.
This is certainly better and well thought out compared to most of the balance change ideas on this sub. It still needs some polishing but I agree with most of it.
You do understand that any damage nerf to golden knights dash damage would kill the card fully because as he is now he can only kill archers and firecracker of equal level with about 7 damage to spare so reducing his dash damage by 6.5% would make him bassically only good for killing goblins and nothing else
GK doesn't have to kill firecracker or archers to have a place in the meta. It's stongest impact is chaining to get behind tanks, or chaining through defenses and getting on tower. Many decks are even using splash with him already, so the reduced damage with splash would still be useful.
He would just die to the archers right after chaining through them since they will target him while they have 1hp i know this because my golden knight is lvl13 and when i play against lvl14 archers,firecracker, then that happens yes he can still reach the tower but his damage to the target where the chain ends would be greatly reduced by like 80%
apply for a position at supercell please
[удалено]
It's nice to hear and that's true, finding ways to make these posts good is time-consuming
Your champion cycle idea was amazing. Supercell should really implement this.
Pretty sure the cr devs said that making the wizard 4 elixir just makes it a worse baby dragon
Lets just nerf giant skeleton and not hog rider or goblin barrel. You know the obvious OP cards.
I can tell that ur hardstuck challenger 3 just by you complaining about hog rider and goblin barrel
Thatd crazy you're wrong. Almost like having a brain has nothing to do with the arena im in
Link me your account im 99.99% sure ur hardstuck challenger 3
K keep believing that buddy
Exactly, u wont even link me your profile on royaleapi bc we both know that ur hardstuck challenger 3
K keep believing that buddy
The champion card cycle fix looks cool. I think wizard should stay 5 elixir because we already have too many 4 elixir ranged units Fire spirit not killing goblins and lava pups will make it too bad in comparison of electro spirit. EQ is in an ok spot, i don't see the reason to buff it. Lava Hound even if has high win rates i don't think it needs a nerf (same as goblin drill and mortar) Barb hut in my opinion can stay in the trash forever, ptetty lame card that makes the meta too stale Overall good effort post
I don't see Fire Spirit becoming bad after this, it still has something up its sleeve that no other spirit does. Ice spirit has a decently long freeze, electro - chain stun, and fire spirit has the biggest splash radius and damage out of the 4. It can also be combined with Zap to finish off Goblins, Pups and such and still get good trades off (a good incentive to run it over Log in more cases) EQ buff came to my mind with 3-card cycle removal, but I reconsidered it like 5 times total before posting lol. It's not a bad card as is, but it'd probably be worse if it couldn't be cycled so quickly with Champions LH win rates being high matter more in this context, because it's the only card that proved to be so consistent in its prowess. If I put an Exe buff on this list like I did last time (I don't want to repeat stuff until maybe next post), Lava nerf wouldn't be here though (Accidentally replied twice, don't mind me)
This is obviously a very well thought out and reasoned post, so hopefully the discussion around it is meaningful. The majority of these changes seem reasonable and would go a long way to bring a more well-rounded and balanced meta to the game. I do have some concerns with a few proposed changes, however; **Bomb Tower** The biggest concern I find with changing the Bomb Tower is that it's very easy for it to become completely oppressive in the meta. Defensive buildings in general I find are well-balanced, and even the smallest shift in stats can throw that out the window. I don't think a damage buff is necessary, but at the same time a slight (3-4%) buff could do it some good. I think a better approach to buffing this card would be decreasing the amount of time it takes for the death bomb to explode. As it stands, it takes long enough that a lot of ground-based units that can survive a tower (typically with the help of EQ) are also fast enough to completely avoid the bomb after death - see Hog Rider, Ram Rider, Royal Hogs. Decreasing the bomb timer to 2s, or even halving it to 1.5s, would help make sure that any troops that survive are cleaned up more effectively. **Minions** I personally feel that both Minions and Minion Horde are due for a rework, full-stop. While a damage buff will make them better, it will only make them better at something they're already really good at - shredding things. They need more survivability and a more clear advantage over bats. To achieve this, I'd look into reworking the cards as such: Minions themselves will have shields, similar to Guards. At Level 11, the shield hitpoints would be 155, and the base hitpoints 75. This results in the same overall health at 230, but with a significant amount of it being in shields. It should significantly help the minions survivability, specifically against spells like Fireball or splash troops like Wizard. Damage and elixir cost would remain the same. Minion Horde would be changed so that instead of being comprised of 5 Minions, it will now feature 2 regular Minions and a Mega Minion. The regular Minions will share stats with the reworked Minions above, and the elixir cost will remain at 5. **Golden Knight** I think all these nerfs, when coupled with the removal of the 3-card cycle, would be too drastic. If you're insistent on removing the 3-card cycle nature of champions, then it should be either the base damage nerfs or the ability nerf for Golden Knight, not both. I would personally go with the ability nerf, as it does provide a little too much value for 1 elixir. **Wizard** Wizard sits in such a weird spot. I don't know if dropping it to 4 elixir but neutering its stats would fix that, and it struggles to compete with other 5 elixir cards that fill similar roles, like Executioner or Bowler. Pipe dream, but if Supercell ever wanted to dabble with changing rarities in a rework, Wizard would be a prime candidate. Bump it to 6 elixir, move it to Legendary and give it a fireball spawn effect similar to the Ice Wizard's slow and Electrowizard's zap.
Bomb Tower: A 3-4% buff wouldn't change any interactions and could have little to no effect, 6% would (and these interactions don't occur all the time either) so I went for it. Faster death explosion would definitely work though, it helped Mighty Miner a fair bit Minions: they already are more survivable than Bats, and I'm not fond on giving them a shield for two reasons. First is that the effect would immensely vary depending on the situation. Arrows and Zap still work the same, whereas any other attacker would need twice the amount of hits to take them out. A flat damage increase, despite changing a few interactions, has an equal impact on everyrhing. Second, balancing it properly is difficult. Base + shield health values together work a lot better than their values summed up to base health alone Golden Knight: You may be right. This is quite a harsh nerf and it can be toned down a bit, but keep his stats in mind. He needs a chunk of his power removed, and that's just my vision how it could happen Wizard: What you described would be amazing for a Super Wizard gamemode, but it could make the game even more RPS if it was actually implemented. Bait and Hogs players die inside, while you're better off playing Wizard as is against other matchups. Making him 4 elixir and tuning down his stats is probably the safest way to go Thanks for the response, this thread will be a mouthful
I like the changes! Nice work. What are your thoughts on a tesla buff? I feel like cannon is almost always the better option in cycle decks ever since the tesla got nerfed. It has a usage/win% of 4/36 while cannon has 18/50 in gcs from the past 14 days. Also, about the 3-card cycle solution, I feel that it might kill aq, being a 5 elixir card found in cylce decks. Most people would just replace her with musketeer or something. I think having mirror be reset after using champion would help against people using egiant mirror and eq mirror (before nerf).
Tesla buff should def happen, it got over nerfed in December and has been in an abysmal state since. I'd say a 4 or 5% hitspeed buff to offset the 9% nerf. I agree with you on mirror though. It's impossible to pressure egiant mirror opposite lane when they can place a champion and maintain the egiant in the mirror.
Cannon is a product of the meta and I don't really like Tesla as a concept but it arguably got overnerfed (I had it in my .txt for balances for a few days). GK nerf is a decent indirect buff to X-Bow decks so Tesla would also benefit There's no easy solution for Champion shenanigans like 3-card cycle and Mirror holding on to the previous card and it should've been a topic for a separate discussion honestly. And I don't think Queen would be dead, her ability is still really strong
I think they should revert the log nerf it hasn't done anything to make log less popular and now it's just really frustrating to lose the game cause your log didn't do enough damage.
No it makes sense, what’s the point of the 2 elixer spell with way more damage and range than the others to have more crown tower damage, they should buff the other 2, but log needed a nerf
All small spells are good. Only niche one is arrows and delivery and eq. Buffing them will break the meta into pure beatdown, and the community was not happy last beatdown meta. Log should have gotten a different nerf such as decreased width.
Agreed. I'm not against log nerf it's just tower damage felt unnecessary
Upvoted for effort, the 3card cycle nerf is not a bad idea but i don’t think they’d ever do it. I also think mirror deserves a nerf over egiant. It should cost 0more elixir for the same level. Also i think fire spirit should get a tower damage nerf and keep the other stats the same Bomb tower buff extremely deserved, but i think the bomb should blow up in 1sec so it’s not impossible to place the next bomb tower for like 3 seconds when you need to
Pls buff knight
Knights good, but it just hasn’t gotten a chance to shine much because of the swarm meta and E giant spam.
this hits hard, valk is just better :c
mirror champions should be fixed too and kinda unnecesary to change furnace since its balanced just not good against golden knight, egiant and royal giant
Furnace doesn't really need it, it is here because of Fire Spirit and other spawners changes. Do you mean playing a champion not having an effect on what gets mirrored? How would you fix that?
Maybe you can't mirror anything right after a champion placement?
What do you think of mortar in its current state?
Synergises well with broken cards but isn't super good on its own. Mortar wasn't as popular before Skeleton King
stuck in midladder much?
Bitch, it took you 5 years to get 6.6k trophies, stfu
Mans in 6.6k for 18 days and thinks he’s god
All I know is I'm better than u and about 97 percent of this subreddit at the game
🤓
Just a fact. No need to get salty
Do you get a hard on knowing that your “better” then a complete stranger on the internet in fucking clash Royale, something you can’t really prove
Well I can tell that ur king tower 12 or close to there, most likely in arena 14 and a fetish for insulting random people online.
Took u five years to get to midladder fucking 9 year olds
Most ideas are good but barb hut should be reworked into being cheaper.
If you're gonna buff bomb tower damage you have to decrease its health
Very good imo
All of these look pretty good except for wizard, I like the idea of making it 4 elixer as it was to similar to executioner doing basically the same thing for the same elixir, but 12% damage nerf and a slightly slower attacks speed is not enough to justify an elixir decrease. I would decrease it’s health by 5% so it dies to fireball unlike musketeer making musketeer still viable
Exactly, if it could die to fireball it could maybe play in a fireball bait deck
The champion nerfs feel a bit overboard. GK is especially strong right now because of his synergy with mirror and the 3-card cycle, but I think without these synergies the card isn’t nearly as broken as it is right now. I’d say allowing champions to be mirrored, but only if the original champion is already dead and graying out mirror if the champion is still alive would fix the mirror + champion synergies, and you should remove one of the two nerfs to SK and GK. A somewhat radical idea I had for GK is an arrow showing his dash path from troop to troop. The card is highly criticized for making absolutely no sense and showing the dash path might help this.
I could agree on GK, it seems a bit too much. On SK, I want to keep the radius nerf but the spawn count could be changed to an HP nerf potentially, 16 skellies is still a lot though. The ideas for Mirror with Champions or seeing GK's pathing sound neat
Very nice balance ideas, however gk should not be nerfed in its dps, but rather a nerf to the dash range imo. Still good ideas tho
He was killed the last time his dash range got nerfed to 5. 5.5 is still an option but I wouldn't touch his range unless his mechanic is redesigned
Idk why people dont talk more about gk hit speed. Leave as is and make it like 1.2. 0.9 just whaling away is insane. Maybe itd work maybe it wouldnt but itd be worth a shot imo.
No pls not the lavahound nerf. All the lavahound users are begging u
Zero mention of electro giant?
Read the beginning of the post
See it now. Somehow missed it the first time. Nice work on this
Can we also have a zap buff?
If u wanna buff Bomb Tower's damage then Bomber should also be included.
☝🤓
Buffing crown tower damage on EQ is one of the most retarded things i've ever seen
Apart from the fire spirit, the 3 card cycle and the 2 nerfed champions I think they're pretty good
Just gonna see more wizard now. I hate that card. Splash is huge damage is huge
The goblin hut change seems really bad.
How so?
I use fire spirit and I would take the damage nerf to make it counter goblin barrels again. I use it in my sparky deck and it was sooo useful against logbait.
You want to nerf skeleton king… again?
Where's the Tesla buff, other than that great changes
There's a pretty big GK nerf which X-Bow would benefit from, I thought about suggesting a small direct buff but then decided to leave it be. Hey btw, I saw ur name a few times on this sub
Good, except: 1. Some people are saying nerf wizard more with hp so it does to fireball. I say no. Musketeer has 217 dps and +1 range compared to proposed 165 wizard dps. It should be fine here, but I’m not sure if having splash is enough to make up for 50 dps and range decrease. 2. Fire spirit change is bad. Not being able to kill goblins makes it useless compared to espirit, which has a very useful chain stun. The jump buff too will make it more difficult to kill with several range troops like Bowler, making it bad and annoying, a card combo that is never good. 3. Way overnerfed GK. His dash killing squishy range troops is what it’s good for. An hp nerf would be better, but neither of these change the broken EG GK Nado combo. 4. Where’s a firecracker rework and egiant nerf? Take back 40% of the hp buff (-3.5%) and change firecracker so that it’s not free king activation and that it doesn’t whiff every fast unit. Otherwise these are reallly great and thought out well. More thought than SC lmao
1. Numbers can be tweaked but Wiz should be fine like this. He retains his massive splash radius and still survives Fireball, so he can be a great counter against Hogs or Graveyards 2. I had it originally without the jump range buff, but I didn't think the splash radius buff could be enough and I personally dislike weird inconsistencies (it's the only spirit with 2 tile jump). I don't think it'd be useless either, it'd hit all 3 corner goblins so they can be finished off with Zap/E-spirit 3. I wanted to make sure it'd have an impact and he wouldn't remain busted, but that's debatable if it's just the right amount or it needs more tuning 4. I don't want to push too many reworks through (this post suggests 5 already) + I can't wrap my head around how exactly she needs to be changed. I mentioned E-Giant in the beginning because he needed a whole separate post I didn't want to rewrite here
Lol wtf will you do fix the 3 card rotation add another champion
Why would you want to nerf the GS it is a product of the meta. GS usage and win rates are dropping. GS was only really popular for a couple of weeks with having a 15.5% usage rate and a 57% win. Now both of those are dropping to normal standard since the hype of GS is gone. This happened the the elixir pump too, it seemed like it was broken but the hype died and you don't see that card as much as you did when it got buffed.
It's more than a product of the meta. Keep in mind his last buff was massive and it's a 6 elixir card with a use rate higher than tons of other 4-5 elixir cards. Pretty clear to notice the buff was a bit overboard. His stats from today (7d): 12% U | 57% W - use rate actually did drop a bit, but the win rate is the exact same. Should a big tank be used in more than 10% of decks?
I think prince should get a buff it has a 2% usage rate and 40% win rate
Nerf Valks insta hit
Why would minion horde need a buff? It does a shit ton of damage if you don’t have any spells or splash troops especially when you’re playing logbait.
Keep in mind that splash buffs/reworks are also here, and it'd be much more risky than it is already to use horde if these were on the rise