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Found 11 results

  1. So far, this meta has been going pretty good. Almost all decks are viable, however there are some cards that could use some tweaking. I'm going to be pulling all this data from Royale API in the GC's section from the last 7 days ​ Feel free to comment on any of my changes, I'll usually respond. ​ Nerfs ​ Royal Delivery: Radius -17% (3 tiles ---> 2.5) Use Rate: 25%, Win Rate: 56% It's clear this card has become a little TOO useful on defense. It's kind of a defensive crutch right now. The recruit followed by the explosion damage can one shot any fireballies and tank a hit from any heavy hitters such as Sparky or PEKKA By reducing the radius, I think it will be a bit less effective on defense and will increase the skill cap of the card. As of right now, you can place it down and it will demolish anything in its radius as the explosion damage is quite significant. Earthquake: Radius -14% (3.5 tiles --> 3.0) Use Rate: 24%, Win Rate: 53% EQ is a rather interesting card. Before this balance update, it was everywhere to counter all the spawners and Bomb Tower. It was really RPS too. You'd get insane value if the opponent had buildings in their deck, or it'd be a dead card. EQ is clearly a little too versatile as a medium spell after its buff this meta. It's slowly crept its way into several decks in the meta, doing more damage to towers than a fireball now. I think EQ's troop damage should stay as is in order to prevent RPS mechanics. This radius reduction will decrease EQ's ability as a prediction spell and you will likely have to wait and see where the opponent places their building. This will also allow 1-3 buildings to now evade EQ's damage, creating more counterplay to the card. Bomb Tower: HP -10% (1126 --> 1013) Use Rate: 23%, Win Rate: 53% Never thought I'd see the day when I am calling for a Bomb Tower nerf. Bomb Tower had a sudden arrival in the meta as a last ditch attempt to find a counter to the once OP Elixir Golem. At first I thought it would soon go away once Elixir Golem was not OP. But it turned out to be one of the most underrated and slept on card in the entire game. Despite its other building counterpart Goblin Cage being so popular, Bomb Tower has remained supreme as the best and most versatile building in the game. This nerf is just a slight HP nerf affecting some interactions with Hog and Balloon (Balloon + Snowball will be able to one-shot once the Balloon reaches the Bomb Tower, Hog won't need an extra hit on the Bomb Tower in some cases). Bats: Hitspeed +10% (1.2 ---> 1.1) Use Rates: 34%, Win Rate: 54% I think Bats are low-key one of the most slept on broken cards in CR, just like how Tornado was. They provide so much DPS for 2 elixir, they're useful on both offense and defense and can fly. They are the most used card in the game with a pretty high win rate, these are the win and use rates Baby Dragon and Miner had before their nerfs. Despite Zap being the 3rd most used card in the game, Bats still have insanely high use and win rates. I think a slight DPS nerf wouldn't hurt as they would still do a ton of damage and will still get insane value for 2 elixir. ​ Buffs ​ Witch: First Skeleton Spawn +30% (3.5 ---> 2.5) Use Rates: 1%, Win Rate: 11% Ever since her HUGE nerf in November, Witch has proven to be one of the most worthless cards in the game. She simply doesn't provide any value and is a waste of 5 elixir. She is a terrible reactionary card and hopefully this buff to her first skeleton spawn will make her more useful against troops such as Mini PEKKA and Prince which are what she is supposed to counter. I don't see the point of using this card as it's outclassed as a support troop by Night Witch, Musketeer, and Electro Wizard. Cannon: Hitspeed -10% (1.0 ---> 0.9) Use Rates: 1%, Win Rate: 26% Unlike Bomb Tower, Cannon has proven to be one of the worst buildings in the game and is only viable in 2.6 Hog Cycle. This hitspeed buff will make it a low health high DPS building that is able to deal with swarms effectively. Cannon will provide much more value for its cost and will still be a beast against big tanks such as Giant and Golem. ​ Reworks ​ Bowler: Knockback Removed Cost Increased +1 elixir (5 ---> 6) Hitpoints +15% (1596 ---> 1835) Damage +60% (239 ---> 382) Hitspeed +20% (2.5 ---> 2.0) Range +10% (5.0 tiles ---> 5.5) Bowler has been underpowered for a long time and rightfully so. He has an unhealthy continuous knocback mechanic that promotes defensive gameplay. I completely removed this effect and increased his cost while buffing a lot of his stats. He will now have more DPS than a Musk, the same range as an Electro Wizard, and more HP than a Valk. This rework is aimed at creating a powerful support troop that is a beast behind a tank while removing his overly defensive play style . Firecracker: Knockback -25% (2.0 tiles ---> 1.5) Shrapnel Count -20% (5 shrapnel ---> 4) Damage +27% (53 ---> 67) Firecracker has always been annoying card as the opponent can just stack so many of them and if you don't have a big spell or Arrows, they will get infinite value. The reduced knock back will allow for a more enjoyable experience playing against the card and the damage buff combined with the nerf to the shrapnel count will allow her to one shot skeletons and bats while maintaining the same DPS. submitted by /u/Pokerface735 [link] [comments]View the full article
  2. In my opinion, Season 11 balance changes were one of the best of all time. There was definitely a big shake-up in the meta without too much dominance of certain cards, which is a state that should be maintained as long as possible. Here are some suggestions for Season 12 changes, taking into account some dead/underwhelming cards that could use a rework/buff ​ Troops Witch (buff) Hitpoints +6% (696 -> 739) Damage +5% (111 -> 117); DPS 101 -> 106 Major interaction changes: Survives Fireball + Zap/Snowball, single Hunter shot (700 damage at TS) Witch currently holds the lowest winrate in the entire game in challenges (12%) and top ladder (32%), so it's obvious she needs a buff of some sort. Although, I'm not a fan of giving her a faster initial spawn so that she remains consistent with Night Witch. Those two buffs improve certain interactions vs spells and troops with similar health to her (Hunter, Mega Minion and another Witch would die in 1 less shot) ​ Zappies (buff) Initial attack speed 1s -> 0.7s The last rework to Zappies was successful, but not for long (they retrieved their spot in bottom 10 use rate cards in 1-2 months after the changes), so a small buff should help them defend against enemy units without making them too oppressive ​ Bowler (rework) Damage +18% (239 -> 283); DPS 95 -> 113 Hitpoints -10% (1596 -> 1437) Projectile range 6 -> 5 Projectile speed +33% Major interaction changes: One-shots Archers, Firecracker and Wall Breakers Two-shots Barbarians Dies to Rocket + Log It's one of some very underrated, 'sleeper' cards in my opinion that have a lot of potential, but lost a lot of interest or are slightly underwhelming. This rework gives him a lot more firepower, still leaving him vulnerable to counterplay (Prince/Dark Prince, P.E.K.K.A., Mini P.E.K.K.A, air units) but helping him counter cards he's intended to counter - big groups of ground swarms like Barbarians/Royal Hogs ​ Inferno Dragon (rework) Tier 1 damage +17% (30 -> 35); Tier 1 DPS 75 -> 88 Hitpoints -5% (1070 -> 1020) Major interaction changes: Two-shots Skeletons (tier 1) Dies to 4 Mega Minion shots A small rework to allow it 2-shot Skeletons (like Inferno Tower does), taking some of its health in return ​ Fire Spirits (buff) Range 2 -> 2.5 Added staggered deploy (0.15s) Also affected by the changes: Furnace This seemingly small buff helps both Fire Spirits and Furnace, which are both in a miserable spot right now. Range buff makes them consistent with other Spirits, whereas staggered deploy - with other common swarm cards ​ Spells Royal Delivery (nerf) Damage -8% (402 -> 371) Recruit spawns slower Major interaction changes: Doesn't one-shot Bomber It was glad to see Royal Delivery enter the meta as a viable defensive spell. However, it's appeared to be too strong after a buff of this caliber (+27% damage). A partial revert + slower Recruit spawn should help keep it in check ​ Rage (rework/buff) -> Rage Spirit Elixir cost 2 -> 1 Hitpoints: 191 Damage: 91 Range: 2.5 Duration 6-10s -> 4s (static throughout upgrading) Radius 5 -> 4 Also affected by the changes: Lumberjack (Hitpoints +6% [1060 -> 1120]) Major interaction changes (Lumberjack): Survives one Sparky hit Before the nerfs to Mini P.E.K.K.A. and Battle Healer, Lumberjack was seeing a constant decline in use/win rates, having below 35% win rate at some point. Making a 1 elixir Rage Spirit opens up more space for dynamic gameplay and possibility to buff Lumberjack in certain areas, due to him being affected by the duration/radius changes ​ Buildings X-Bow (rework) Hitpoints -6% (1383 -> 1301) Damage +35% (26 -> 35); DPS 104 -> 140 Lifetime 40s -> 30s Major interaction changes: Two-shots Skeletons Total damage output: 4160 -> 4200 Damage output after countering with Rocket: 468 -> 245 This rework is aimed to make X-Bow more offensive, reducing its defensive/stalling potential via lifetime nerf. A health nerf would help defend against it with spells, each allowing the X-Bow to deal 99-223 less damage, which is especially noticeable with Rocket, whereas a damage buff increases its total damage output in shorter time, making it harder to distract with cheap cards like Ice Golem ​ Defensive buildings rebalance Inferno Tower (rework/buff) Elixir cost 5 -> 4 Hitpoints -27% (1452 -> 1061) Tesla (rework/standardization) Lifetime 35s -> 30s EQ damage taken (underground) -67% (204/s -> 68/s) Hitbox radius 0.5 -> 0.6 (matches other defensive buildings) Bomb Tower (nerf) Lifetime 35s -> 30s This standardization is aimed to make all buildings balanced and somehow viable in the meta. Cannon is just fine, because it has its niche in 2.6, although it could use a slight buff in the future. Inferno Tower has usually shown underwhelming stats in challenges, where its win rate was usually under 40% Tesla indirect nerf in March (being affected by Earthquake) was quite controversial and brought up discussions whether it should be damaged while underground or not, so taking 'troop-tier' damage while underground and 'building-tier' damage while up is a happy medium. In return, its lifetime could be decreased and its hitbox radius increased to match other defensive buildings Bomb Tower is the most viable of all 4, so a lifetime nerf (which is quite insignificant) for standardization reasons is enough imo ​ (I haven't taken cards like Fisherman, E-Barbs, Firecracker etc. here, because SC is already keeping an eye on and will tweak them if needed) TL/DR: Buffed cards: Witch, Zappies, Fire Spirits Nerfed cards: Royal Delivery, Bomb Tower Reworked cards: Bowler, Rage (+), Inferno Tower (+), Inferno Dragon, Tesla, X-Bow submitted by /u/Namethatsnotoccupied [link] [comments]View the full article
  3. I felt like this season's changes were mediocre. however, I loved how the changes altered the meta so much. I think, next season, there should also be a big balance change. Barbarian & Goblin Hut HP buff Barbarian Hut 10% HP buff Goblin Hut 5% HP buff Last season was an overkill, and they need to give them a slight hp buff to make them viable. 10% shouldn't make BH annoying, but will boost the usage. Goblin Hut was more OP, so it only gets 5%. I am not buffing furnace because I want to see what they do to fire spirits first, as I know Supercell will deal with furnace somehow. Executioner Rework Projectile range and range both become 5 tiles 30% damage buff hitspeed to 2.5 seconds This is attempting to replicate last years fail of the executioner's rework. This rework will be less drastic. The aim is to allow executioner to better handle support troops behind tank, rather than a splash damage card. Witch Rework skeleton spawn speed buffed to 6 seconds spawns skeletons upon dropping speed changed to fast range to 4 tiles The aim of this rework is to allow the witch to better collaborate with the skeletons. The skeletons will better protect her, and she will fight closer to skeletons. Bomb Tower Nerf 6% damage nerf Nothing major, just to stop bomb tower from being OP. Royal Delivery Nerf Radius to 2.5 tiles He is way to strong right now. This will reduce some of his area damage. submitted by /u/N00BGamerXD [link] [comments]View the full article
  4. This meta is awesome! So this time around, I wanted to focus on some quality of life changes and reworks and a single potentially dangerous rework. I will use bold italic to underline the important points, but if you want the details of why I changed cards the way I did, you should still read the whole thing. Or hit me with a comment if you want to discuss further, I usually respond. Data from Royaleapi over a relevant period of time. With this said, here are my proposals. Reworks Freeze: Cost reduced to 3 elixir Duration -25% (4sec-->3sec), Radius -0.5 (3-->2.5) Artwork changed to a small bottle (like in Clash of Clans) Usage 1-3%, Win 30-50% Freeze is a very old card in the game. Initially it had a huge radius, a long duration, and no damage. As the game evolved, it became clear that these stalling strategies are not desired. Currently, Freeze's duration and area at max level are a little more than half of what they used to be in the first days of clash, but I still think it has to go down more before it becomes a honorable part of the spells family. This rework is aimed at reducing Freeze's power while also increasing the counterplay. You will be able to more easily space your units out of Freeze's area since its radius will only be the size of Zap. I have been thinking about this idea for a few months, but what sold me on it was the idea of changing the card profile artwork for another nice Clash of Clans consistency. Ice Golem: Damage -45% (70-->38), Death Damage +10% (70-->77) Usage 10-20%, Win 45-55% Ice Golem has the most awful underleveled interaction: it is unable to kill skeletons and bats one level higher. Unlike other such interactions, Ice Golem only dies once and the leftover bats and skeletons need to be fully dealt with. This rework aims to make it so underleveled Ice Golems no longer suffer from this. Ice Golem is a fairly high-skill card that most of the skilled mid-ladder players avoid because of this interaction (5k ladder only uses Ice Golem 7% of the time, compared to top ladder's 26%). With this change, Ice Golem would be an option for more skilled, but underlevelled players, without really buffing or nerfing it or changing its interactions significantly in tournament & max play. Furnace: Lifetime -40% (50sec-->30sec), Spawn time -27% (10sec-->7.5sec), Spawns two fire spirits on death Usage 0%, Win sub-30% Originally, I wanted to buff Fire Spirits in this wishlist, but I held off of them to bring Furnace to the spawners' new design. I made some other changes to Furnace too, here are my thoughts: * Total fire spirits are still 12. * For only 4 elixir, Furnace provides 50sec of stalling. I don't think mid-cost buildings should stay on the arena for that long, so I rebalanced the whole effectiveness of Furnace. This 40% change is not necessarily a nerf since direct damage becomes less effective. * The opponent will have more counterplay options, like placing a unit to counter more waves than before (i.e. The Log now counters two waves). After Furnace settles, we can take a look at how it performs and decide on a buff to Fire Spirits that doesn't result in an overpowered spawner again. Zappies: First attack speed reduced to 0.5sec, Now charge like Sparky Usage 0%, Win sub-30% It just makes so much sense. Zappies have three coils and a hit time exactly half that of Sparky. This change will allow them all to retain their charge instead of randomly turning off and going in sync whenever a target dies. However, stuns now reset them. Zap will be able to sync their attacks up and minimize the stunning. Also, Zappies will start off uncharged and need to load for a full 2sec before they can attack despite their faster first attack speed. Nerfs Bomb Tower: Lifetime -14% (35sec-->30sec) Usage 15-23%, Win 51-55% Bomb Tower is used a lot despite Earthquake blasting the meta recently. It is certainly on the strong side. Nerfing its lifetime to the rather standard 30sec would bring it to a healthier place. This nerf is smaller than it looks since only a fraction of the damage bomb tower receives is from its lifetime and the death bomb, not so related to lifetime, also often brings value. This should net to about a 5% nerf. Graveyard: Skeleton deploy time reduced (0.4sec-->0.5sec) Usage 10-15%, Win 51-56% So you know how when Graveyard spawns a skeleton, it has this little animation where it doesn't move but is vulnerable, right? This animation lasts 0.4 seconds and I am changing it to 0.5 seconds. Graveyard has been deemed way too strong for a while but I don't think it needs a major nerf, so I changed this little thing. The game has a lot of deploy times set at 0.5sec, like Barbarrel's barbarian and Gobcage's brawler, so Graveyard's skeleton spawns will now join those. Other nerfs you might ask me about: Skeleton Barrel: Originally had very high stats and pros would rate it S tier. Now it shows to be just average. Goblin Cage, Earthquake & Royal Delivery: Way too early to react, they might just turn out like Skeleton Barrel. For example, Delivery jumped up from 7% to 20% usage in GC all of a sudden, days after the changes. I make these posts after the first week of the seasons, while the balances are usually set in stone around the 3rd week. Due process is important and shows if action needs to be taken. If Goblin Cage remains so strong in 2 weeks, I would revert the last buff. For Royal Delivery, I would reduce the area of effect. For Earthquake, I would reduce troop & building damage by 5%. Bats & Miner: For the time being, I'm relying on the fact the main Miner Bats deck has Bomb Tower in it, which I nerfed. Bats are more complicated because they are also a unit in Night Witch, but they have been strong for long and might need to be resolved sometime soon. Musketeer: Would've gone for it if it did not affect Three Musketeers. I don't have any great ideas for 3M and I don't think Seth has been doing a good job at handling them either. Royal Hogs, Heal Spirit: These two are very related to the more questionable Earthquake. Wizard: Not gonna repost the 4-elixir idea if the Clash team has considered it and I haven't come up with any designs better than my old ones. Idea posts are supposed to give devs new ideas and change the game, not beat a dead horse. Valkyrie, Mega Knight, Hog Rider: I haven't come up with any good ways to make these three more bearable in mid-ladder while retaining their balanced status in the meta. Tweaks Witch buff: First attack faster (0.7sec-->0.5sec) Usage 1%, Win sub-30% Witch is one of the 3 troops that has such a combination of first attack, hit speed, and projectile speed, that she can launch a projectile before the last one lands. This majorly disrupts her hit speed when she changes targets. I am looking into getting rid of this mechanic for troops entirely. The other two troops with it (Rascal girls and Dart Goblin) are pretty balanced so I left them for later. With Witch being VERY weak, I am giving her this small buff. Her attacks can be delayed by up to about 0.15sec. After buffing her first attack speed by 0.2sec, this will no longer happen. If any of you are confused what this means, it means that Witch has the same thing as Magic Archer two years ago where he would load his shots very slowly against things like Graveyard. It's only a little less extreme. I changed her so this no longer happens. Bandit & Fisherman: Stuns no longer reset their special attack cooldown Bandit: Dash cooldown increased by 0.1sec (0.8sec-->0.9sec) Definitive buff to Fisherman and a re-balance to Bandit. When Mega Knight was released, I found it confusing that Bandit's dash cooldown could be reset by a stun while his jump cooldown could not. Of course, those are different mechanics, but with the shortness of their durations, I don't think stuns have much of a reason to interact with them. Mortar, Firecracker & Hunter change: No longer fire at targets that already died These seem like the only three cards in the game that can fire at "nothing". They do this because their homing attack is pre-determined a split second in advance. You have probably not seen it, but it's possible that you freeze them during this stage, then they would fire at something that died seconds ago. While it looks funny, I think this mechanic needs to be removed as it often affects gameplay while clearly being confusing. This will also fix the rare instances where these cards take too long to initiate an attack. Electro Wizard & Zappies: Inconsistencies fixed The stun effect gets postponned by a frame, meaning that two Electro Wizards or Zappies facing each other will now attack simultaneously and that there will no longer be 1v1 interactions where the stun sometimes preceeds an attack and sometimes does not. submitted by /u/Mew_Pur_Pur [link] [comments]View the full article
  5. My Season 12 Balance Changes Wishlist: Elite Barbarians: First Attack Faster (0.7sec => 0.5sec) Why? : I know this one will get hated a lot but let's be honest here they might be difficult to handle when they are overlevelled but in challenges, they are pretty much useless (they have around 1% use and 15% winrate in Grand Challenge) so in my opinion just a little first attack buff should be good. Witch: Splash Radius increased by +9% (1.1 => 1.2) Why? : Witch sometimes has trouble countering swarms like Minion horde and goblin gang. That doesn't feel right since she is a ranged splasher so i decided a small Splash Radius buff would be good for her increasing the Radius from Dark Prince level to Baby Dragon level. Zappies: Damage increased by +2% (84 => 86) Why? : Zappies can now kill Flying Machine, Musketeer, Wizard, Ice Wizard, Electro Wizard (Archers and Firecrackers at some levels) in one less hit. Royale Delivery: Radius decreased by -16% (3 => 2.5) Why? : In the previous balance update, that damage buff made Royal Delivery number one spell at Top 1000. In my opinion decreasing the Radius Instead of nerfing the damage should put the card in a balanced spot. Magic Archer : First Attack Slower (0.6sec => 0.7sec) Why? : Magic Archer is so versatile in P.E.K.K.A. Bridge spam and Miner Wall Breaker Cycle. I don't want to nerf him much because last time when we had a first Attack nerf he became useless. So these are my requests for the next balance update. Instead of raging on the comments try to be more creative and give me suggestions about what sould i change on the list or you can make your own list aswell thanks for reading (sorry if i have any grammar mistakes). submitted by /u/UgurhanKose [link] [comments]View the full article
  6. First off, I want to credit u/ScholarlyGaming, because his Clash Royale Simulator has helped me a lot to test this changes. Second, all card use and win rates are extracted from royaleapi.com, from the last 7 days in Grand Challenge mode. Fixing inconsistencies and annoying features: Earthquake and Battle Healer EARTHQUAKE Use Rate: 20% Win Rate: 56% Building damage -18% (245->200) Regular/Crown Tower damage +15% (61->70) Why? Since Earthquake is able to damage Tesla, its usage rates have skyrocketted to 20%. While all spells have 35% crown tower damage reduction, Earthquake has been different, with a reduction of only 25%. Instead of nerfing its troop/crown tower damage, I think the best option is to increase its regular damage but decrease the Building damage. Earthquake won't longer destroy buildings so easily, but it will now deal with Skeletons in 1sec (from 2sec), and will be able to eliminate Heal, Ice and the brand new Rage Spirit. ​ BATTLE HEALER Use Rate: 10% Win Rate: 49% Added hovering ability Hitpoints reduced -8% (1584->1461) Removed passive healing. Why? Statistically, the Battle Healer is a balanced card. However, she has a cool, yet quite annoying ability: her passive healing. This effect, combined with her high hitpoints, makes her frustrating to deal with, as it seems like you never eliminate her. With this change, she'll become less upsetting, while the promised hovering ability will compensate for the nerf. Reworks Use Rate: 5% Win Rate: 46% RAGE replaced for RAGE SPIRIT Elixir Cost: 2 Hitpoints: 191 Area Damage: 167 Splash Area: 1 tile Range: 2.5 tiles Speed: Very fast Deploys a Rage Effect when it dies. - 5sec duration - 40% boost - 4 tile radius Why? Normally, Rage has underwhelming use and win statistics, but that deck with Elixir Golem has brought this spell to higher than normal use rates. However, I think Rage should become a more skillful card. The Heal Spirit rework turned out to work perfectly (with a healthy 12% use and 54% win rates), so I thought that the same process with Rage would work as well. It will cost 2 elixir as Rage Spell, and to make it different from the Heal Spirit, it will deal much more damage, enough to kill same-level Goblins. After death, it will cast a Rage effect that will be a liitle shorter and smaller than a regular Rage, but will boost a bit more. ​ LUMBERJACK Use Rate: 4% Win Rate: 40% Standarized Rage Effect with Rage Spirit Why? To keep consistency, also Lumberjack will benefit more from this kind of Rage to the previous one (Bigger radius and duration isn't needed, but a bigger boost will help). ​ WIZARD Use Rate: 2% Win Rate: 18% Elixir cost reduced 5->4 Area Damage -15% (234->200) Hit Speed 1.4->1.6sec Splash Radius 1.5->1.3 tiles Why? Wizard has insanely low use and win rates in Grand Challenges (Tournament Standard), but many people call it overpowered in ladder. This is because it's often overlevelled, but the truth is that it isn't quite a good card. For 5 elixir, it offers low hitpoints, that make the 4-elixir Baby Dragon overshadow him. A cost reduction, combined with a DPS and splash radius decrease, will make him more competitive, and will be a replace for Musketeer or Baby Dragon in certain decks. FIRE SPIRITS Use Rate: 1% Win Rate: 25% Range 2->2.5 Count 3->2 Area Damage +57% (178->280) Cumulative damage +5% (534->560) Splash radius 1.5->1.8 tiles Why? Fire Spirits have been having abysmal use and win rates for a long while. A range increase will make them have the same as other spirits. Also, reducing the count but increasing the total damage to be enough to kill Barbarians will make them more efficient, as usually one of the three spirits would target the same unit as the other two, resulting in wasted damage. Hopefully this rework will make them a better crowd controller. Smaller changes WITCH Use Rate: 1% Win Rate: 11% First Skeleton Spawn 3.5sec->2sec Load time -0.2sec (0.7->0.5) Why? In spite of the millions of times the Witch has been balanced, reworked or whatever, she has ended either too OP or too UP. I think the current concept of Witch is OK, but she needs a few adjusments. Spawning the first wave of Skeletons faster will enable her to counter Princes and PEKKAs reactively, and a faster load time will allow her to deal with swarms better. ​ ROYAL GHOST Use Rate: 2% Win Rate: 46% Added hovering ability Why? Royal Ghost has been roaming with little success in the Arena. Adding the hovering ability will open up new posibilities, and will standarize this abity to all troops that aren't quite flying nor walking. ​ FURNACE Use Rate: 1% Win Rate: 32% Lifetime 50->45 sec Added Death Spawn of 2 Fire Spirits With the new Fire Spirits, each wave will deal 280 damage from 356 damage to crown towers. Why? With the new Fire Spirits, Furnace will suffer from a big nerf: each wave will deal 21% less damage than before to a crown tower. However, Furnace will be much better at defence now, as only one wave will be enough to kill Barbarians, Zappies or even a Magic Archer. Its lifetime is reduced to 45sec (one less wave), but in return it will always spawn one wave when destroyed, making it equal to other spawners. ​ MAGIC ARCHER Use Rate: 1% Win Rate: 21% Range 6->7 Minimun Area Damage +8% Projectile damage will decrease the farther the arrow travels, from 120 to 70. Why? It's quite obvious that nerfing Magic Archer's range isn't the way. His range change is being reverted, but now, his arrow will deal less damage the farther it goes. This will add a whole new of gameplay, as well as making the card more interesting yet balanced. ​ GOBLIN HUT Use Rate: 32% Win Rate: 53% Hitpoints -9% (1293->1180) Why? With the recent buff, the Goblin Hut has become the strongest defense among all, beign able to defend almost everything. This hitpoint nerf will make it less strong against building-targeting units. ​ FISHERMAN Use Rate: 0% Win Rate: 44% Fixed all bugs Hook charge time 1.5->1sec OPTIONAL: Remove slowdown effect, and add 70 hook damage Why? Fisherman is a card loaded with bugs, so that's the first thing that needs to be solved. Also, a lower charge time will enable him to be more efficient when played reactively. Optionally, ditching the slowdown effect and adding a hook damage will make him more intuitive, as new players may not understand wether it is the fish or the hook that slows down the enemies. ​ ROYAL DELIVERY Use Rate: 0% Win Rate: 47% Spawn delay 2->1sec Why? Royal Delivery doesn't bring what is supposed to be: a reliable defense. It is made for defending and not for supporting a push, but a card that takes three seconds (1sec deploy delay + 2 extra seconds) to land isn't a good idea for defense. Making it faster should make it better at defending incoming pushes. ​ EXECUTIONER Use Rate: 3% Win Rate: 47% Range 4.5->5 tiles Why? After the disaster of the fireball-throwing Executioner and its revert, it has gone back to depressing use and win rates. However, a longer range will enable him to defend more reliably, while not making him the old OP card we remember. ​ THANK YOU for reading, if you have any idea, please comment it! submitted by /u/Anonymous_0110 [link] [comments]View the full article
  7. Balance Wishlist for May Many weak underperforming cards have been completely ignored by supercell. In my opinion, every card deserves to be at least usable and somewhat viable in skillful levels of play, and these changes will hopefully give these weak cards their time to shine. Wizard Wizard has been an underperforming card for a while, never seeing any kind of notable use in gcs and top ladder. This rework aims to fix it being such a defensive oppressive powerhouse in mid ladder and more viable higher up. -Reduce splash radius- Wizard is oppressive in mid ladder due to its massive splash area, its ability to punish bad placement and troop grouping make it frustrating in lower ladder, but in high ladder where players don't make such misplays, its splash area is not an issue. -Damage 234-185-This makes it unable to one shot minions -Elixir cost 5-4-This change makes it comparable to musketeer, having lower damage per second but a splash area, allowing it to replace musky in certain decks and compete with cards like ewiz and ice wizard. Bowler Bowler is a niche card that is somewhat usable in graveyard decks, but still boasts very low use/win rates. Bowler being a very popular card is not good for gameplay, as it can shut down almost every non heavy unit. This buff improves its stats and makes it a more robust defensive option without making it oppressive. -Projectile speed increase -Projectile range increase to 7 Witch Supercell has attempted many times to balance witch, and it went from the strongest card in game in october, to being again one of the worst performing cards in the game. Buffing witch to make it able to stop fast charging units and be played creatively will make it a more versatile card and increase its viability. -Initial spawn speed reduced-This makes its first skeletons come out just a bit faster -Death spawn added(3 skeletons) Ebarbs Ebarbs are again one of the worst performing cards in the game, rocking terrible use and win rates in top ladder and gcs. They see almost no use in skillful play but are still plentiful in mid ladder as rush units. By decreasing their speed and making them lower in elixir, they can compete with mini pekka. -Speed:Very fast-Fast -Elixir cost:6-5 Feel free to discuss your own ideas for balancing in the comments submitted by /u/UnluckyWait3 [link] [comments]View the full article
  8. As I'm sure many of your are aware, the currently unannounced Season 11 balance changes are the talk of the town right now, and many people want to voice their opinions on how to make the game more balanced. As you could probably guess, I would like to add myself to that list of people. Here I have compiled a list of my most wanted balance changes for Season 11. Keep in mind that this is what I personally think would improve the game, and remember that my opinion may be different than yours. Also remember that I am not a developer and therefore can only theorize how my changes would affect the game. ​ With that out of the way, here are my ideas: All tower damaging spells and Miner: Crown tower damage from 35% -> 33.3% The idea of lowering spell damage to crown towers has been gaining traction recently, and I have long been on this train. Beyond the simplicity of a 1/3 multiplier for crown tower damage, this would take a much-needed step in toning down spell cycling without having a major impact on crown tower damage. Given the popularity of spell cycling, I think it would be a welcome change to make sure that overly defensive play is discouraged. The miner is included here for consistency, and while I know many people do not like seeing nerfs to the miner, it will certainly survive a <5% crown tower damage nerf given its very high use rate. Earthquake: Troop/Crown Tower DPS +15% (61 -> 70), Building DPS -14% (244 -> 210) Earthquake, despite being a spell that should be theoretically niche, has found a home in around a fifth of grand challenge decks with a good win rate to match. This change is not meant to be a nerf so much as a rework for consistency. This change will make the building multiplier for the spell x3 instead of x4, making it consistent with the other spells. In addition, it will make the card less RPS as it will be less effective (but still very effective) against buildings while being slightly more effective against troops. Now, Earthquake will kill skeletons in one tick and break shields in three ticks. Overall, the card will be more consistent while hopefully being less frustrating. Goblin Hut: Hitpoints -9% Ah yes, the card everyone wants nerfed. While many others want something like a death spawn nerf, I personally think that the death spawns are not the real problem. Instead, I think it is how tanky the goblin hut is (it is made out of flimsy wood, after all!). Because of this, I suggest nerfing its hitpoints by about the equivalent of one level. That will make it less of a catch-all for both offence and defense by giving it more room for counterplay. Barbarian Barrel: Barbarian deploy time +0.2s This might not be one people aren't expecting quite as much. The barbarian barrel has been sitting at the top three in use rates for quite some time. This, I believe, is due in no small part to the amount of tower damage it can do if ignored, which is 318 (more than lightning!). Of course it can be countered, but for 2 elixir the utility it gets for killing swarms and then spawning a mini tank is huge. A small deploy time nerf will make the barbarian get one less swing on the tower and perhaps other things, giving other small spells a bit more room in the limelight. Bomb Tower: Hit speed +0.1s (1.6s -> 1.7s) While I think its nice to see the bomb tower as viable after years of obscurity, I believe it's just a little too strong. This would be especially true if my earthquake rework were to happen (which SC hinted something similar might happen) as even that would have a hard time dealing with it. In exchange, I think the bomber on top should throw just a little slower, giving pushes a bit more time to work with when stopped by this pesky skeleton lookout. Bomber: Hit speed -0.2s (1.9s -> 1.7s), Hitpoints -10% Poor bomber, even after so many buffs he's still barely a part of the meta. With this change I hope to address what I think are his two most glaring issues: his irritatingly slow hit speed and his deceptively high health. The hit speed buff would put it more in line with the bomb tower (although the damage of each bomb would still be different. Sorry!) and it would help him clear out swarms like skeleton army before they get close enough to hit him. Meanwhile, the health nerf would make him die in one less hit from a tower while still being able to survive the likes of arrows and royal delivery. This makes him feel more like the frail powerhouse he was always meant to be. Baby Dragon: First attack speed +0.1s Even though he's the only one of his kind, being a flying splasher, I believe the baby dragon's stats are a bit unhealthy. To curb this a little, I suggest slowing his first attack speed just enough to sometimes prevent an extra tower hit. Now a three-hit kill baby dragon will not reach the tower if ignored, and it's just a little less likely to cause too big of a barbecue. ​ I have other ideas, but I believe I've made this post long enough. With that said, if there's a card that I didn't mention (like mini pekka or fisherman) it doesn't mean I forgot it. If you really want to know what I think of other cards just ask and I can give my thoughts. So what do you think? Are these balances the right way to bring the meta in line, or will this do little to fix things? Let me know what you think and why with a comment! With all of that said, if you read this far I thank you for reading and I wish you good luck in the Arena! submitted by /u/V-Man776 [link] [comments]View the full article
  9. Here are my 4 balance changes for next season, if you agree or disagree with any please let me know Goblin Hut: After its death spawn buff goblin hut has shot up to a 30% use rate after previously being very underused. While I think it’s healthy for all cards to have a place in the meta (even spawners), Goblin hut does need to be toned down a little bit. I think an appropriate nerf would be: - Death Spawn: Reduced to 2 spear goblins. This is so it remains useable in the meta but slightly less strong. Battle Healer: While not an overly popular card, it is ridiculously strong when paired with elixir golem, and the main problem I see with it is health of the healer itself. It is extremely difficult to kill, especially since it is almost always behind a tank and being supported by a splash card, rendering swarms ineffective. I think this card should be reworked, and recieve: - 8.5% health decrease - 3.5% damage increase These 2 changes make the card more statistically similar to a knight, except obviously costing more, having a healing ability and lower hitspeed. The purpose of this is to make the healer a bit easier to kill, while not totally destroying its purpose. Electro Dragon: This is another card that has not historically been popular, but is now common with elixir golem as well. A pet peeve of mine with this card is the inconsistency of health compared to the baby drag and inferno drag, as both of those two survive lightning while the electro drag does not. To balance this, I propose: A 15% health increase A 10% damage decrease This is a potentially difficult card to balance, as it is overall not strong but can be devastating in certain decks. I’ve just always been a fan of consistency in cards (hut death spawn as an example), and think this would be a good way to make the 3 dragons consistent. This is the change i’m least sure of as this could make edrag stronger with the healer/egolem. Mini Pekka: This card has been absolutely monstrous for the last two seasons resulting from the lumberjack hitspeed nerf a few seasons ago. Rather than rebuff the lumberjack (which i feel isn’t actually underpowered, just overshadowed by mini pekka), the mini pekka should get: - A 2.5% health decrease This will level the field between these two cards as their health will be more comparable, meaning there will be less of an advantage in choosing the mini pekka, while not drastically nerfing the mini pekka. Again, feedback on these are greatly appreciated, and these are just my opinions. I use mini pekka and edrag quite regularly, while 2 of my major difficulties this season have been dealing with goblin hut and healer, regardless of what deck i’m playing. These contribute to why i feel these cards should recieve balance changes. submitted by /u/sstengs [link] [comments]View the full article
  10. You all know the drill. I list balance changes and why i think ther should be in the game, you guys downvote me and disagree in the comments. Bowler: Projectile Range 6 > 7, Ball Speed Increase One disadvantage of using Bowler in this day and age is Firecracker literally exsisting. It's annoying how a 3 elixir Common can hard counter a 5 elixir Epic. This balance can fix it. The ball goes farther faster so Firecracker can't blast her way out of it's radius. Tesla: Damage +1% OR Heal Spirit Health -1% Simply put, Tesla needs a miniscule damage buff so it can one-shot Heal Spirit. At TS, Tesla deals 290 damage. Heal Spirit has 291 HP. It's annoying how the Spirit can jump on the Tesla and basically fully heal the incoming Hog Rider. Royal Delivery: Shipping Time Slightly Faster (2 sec. > 1.5 sec.) Being (technically) the newest card in the game, Royal Delivery hasn't found a place in the meta yet. Why? It's too slow. If it was slightly faster, it would be actually viable and able to counter today's spam meta. All spells: Tower Damage Decreased (35% > 33.3%) Look, spell cycle is annoying and very meta ever since the Tiebreaker update. Fixing the damage to be slightly lower decreases the odds that you'll be spell cycled and guaranteed to lose the game. Bomb Tower: Range Decrease (6 > 5) Half-a-tile Range nerf would make this card balanced. IMO, it's too easy to counter stuff with it now. You just place it in the middle, and boom. Easy push destruction. Decreasing it's range makes it a more skilled card. ​ If you disagree, don't just angrily downvote. Tell me why in the comments! submitted by /u/Dedicated_YuB_fan [link] [comments]View the full article
  11. submitted by /u/1Slayer11 [link] [comments] View the full article

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