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An interesting insight on balance changes


Soul Crusher
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I've looked at all the balance changes from Season 1, when royale pass came out.

If you guys dont have time, then you guys can skip to the end where I make my point.

  • Season 1
    • Giant Snowball: Radius -17% (3.0 -> 2.5)
    • Inferno Tower: Lifetime -25% (40s -> 30s)
    • Barbarian Barrel: Radius -33% (1.95 -> 1.3) / Width -33% (3.9 tiles -> 2.6 tile) (Bug Fix)
    • Goblin Cage: Lifetime +33% (15s -> 20s), Goblin Brawler Damage +25%
    • Cannon Cart: Damage ‐17%, Range: +10% (5 -> 5.5), Hit Speed +17% (1.2s -> 1.0s), Hitpoints/Shield +1.5%
    • Cannon: Damage +32%, Hit Speed ‐25% (0.8sec → 1sec)
  • Season 2
    • Magic Archer: Damage +16%, Hit Speed +0.1 sec (1 sec -> 1.1 sec)
    • Fisherman: Hitpoints +10%, Hook Range +0.5 tiles
    • P.E.K.K.A: Hitpoints -9.5%, Melee Range increased to Melee: Long from Melee: Short (0.7 tiles -> 1.6 tiles)
    • Lumberjack: Hit Speed +0.1 sec (0.7 sec -> 0.8 sec)
    • Barbarian Barrel: Damage -15%
    • Valkyrie: Radius -0.7 tiles (1.9 tiles -> 1.2 tiles) (Bug Fix)
  • Season 3
    • Executioner (REWORK): Damage +82%, Axe Return Speed 1.5s -> 1s, Hitpoints -5%, Hitspeed 2.4s -> 2.5s, Range 4.5-6.5 -> 3-4.5
    • Royal Ghost: Damage Radius 0.8 tiles -> 1 tile
    • Fisherman: Elixir: 4 -> 3, Damage -11%
    • P.E.K.K.A: Melee Range: Long -> Medium (1.6 tiles -> 1.2 tiles)
    • Dark Prince: Damage Radius 1.2 tiles -> 1.1 tiles
    • Goblin Brawler: Speed Very Fast -> Fast
  • Season 4
    • Witch (REWORK): Hitpoints -12%, Damage +220%, Hit speed +0.4 sec (1 sec -> 1.4 sec), Splash Radius -45%, Spawn Speed +2 sec (5 sec -> 7 sec), now spawns 4 Skeletons in radius around herself, no longer spawns Skeletons upon death.
    • Night Witch: Bats spawned upon death 2 -> 4.
    • Wall Breakers: Elixir Cost 3 -> 2, Damage -10%, Mass +100%
    • Fisherman: Hitpoints -5%, Damage -6%.
    • Hunter: Damage +2%.
    • Giant Snowball: Knockback Effect -17% (1.8 tiles -> 1.5 tiles)
  • Season 5
    • Elixir Golem: Hitpoints -10% (also affects Elixir Golemites and Elixir Blobs).
    • Wall Breakers: Area Damage Radius 2.0 -> 1.5, Damage -19%, deploy area adjusted (Wall Breakers spawn further apart from each other, fixes True Red and True Blue splitting issues).
    • Fisherman: Hook Range 7 -> 6 tiles, Hook Charge Time +10% (1 sec -> 1.1 sec).
    • Witch: Removed area damage, Hit speed 1.4 -> 1.7 sec, Initial skeleton spawn delay from 1 sec -> 3.5 secs, Mass +100%.
    • Executioner: Axe's maximum range increased from 4.5 tiles -> 5 tiles, Axe's radius -20% (1 tile -> 0.8 tiles), Axe Hover duration from 1 sec -> 1.2 secs.
    • Barbarian Barrel: Damage +8%.
    • Baby Dragon: Hitpoints -4.5%.
  • One minor balance change before Season 6
    • Arrows (REWORK): Damage split across three waves of arrows instead of one; Damage +23%.
    • Executioner (REVERSION): Hitpoints +5%, Hit Speed +4% (2.5 seconds -> 2.4 seconds), Initiation Range +12.5% (4 tiles -> 4.5 tiles), Axe Range +30% (5 tiles -> 6.5 tiles), Axe Radius +25% (0.8 tiles -> 1 tile), Damage -45%.
    • Witch (partial reversion): Added Area Damage; Damage -49%, Hit Speed +35% (1.7 seconds -> 1.1 seconds)
  • Season 6
    • Elixir Golem: Hit speed universalised to 1.3 sec (also affects Elixir Golemites and Elixir Blobs).
    • Knight: Hitpoints +5%.
    • Three Musketeers: Deploy Time decreased from 3 seconds to 2 seconds, stagger time increased from 0.15 seconds to 0.5 seconds.
  • Season 7
    • Night Witch: Initial bat spawn speed 1.3s→3.5s, slower first hit.
    • Fisherman: Hook range 6→7, hook charge time 1.1s→1.5s.
    • Elixir Golem: HP -6%(all forms).
    • Lava Hound: Range 2→3.5.
      • Lava Pup: Damage +67%, Hit Speed -70%, melee range 2→1.6.
  • Season 8
    • Zappies: Damage +20%, Hit Speed 1.6s -> 2s, First attack 1.4s -> 1s, Staggered Deploy Time 0s -> 0.15s.
    • Witch: First attack 1s -> 0.7s.
    • Barbarian Hut: Lifetime 60s -> 50s, Spawn Speed 13.5s -> 12.5s, Spawns 2 Barbarians when destroyed.
    • Royal Hogs: Damage +6%.
  • Season 9
    • Miner: Crown Tower damage reduced 40% -> 35% of full damage.
    • Golem: Golemite Damage -22.5%, Golemite Death Damage +55%.
    • Cannon: Damage +5%.
    • Cannon Cart: Damage +5%.
    • Earthquake: Now hits a Tesla that is hidden underground.
  • Season 10
    • Heal Spirit: Total Healing +181% compared to Heal.
    • Magic Archer: Range from 7 tiles -> 6 tiles.
    • Goblin Hut: Lifetime 50s -> 40s, Spawns 3 Spear Goblins upon death.
    • Skeleton Barrel: Move Speed from Medium -> Fast, Hitpoints -15%.

Now lets do some simple math. Let's count the number of cards that were touched.

They have touched

Snowball, Inferno tower, barb barrel, gob cage, cannon, cannon cart, Marcher, fisherman, pekka, lumberjack, valk, exe, royal ghost, dark prince, witch, night witch, wall breakers, hunter, egolem, baby dragon, arrows, knight, 3musk, lava, zappies, royal hogs, miner, golem, eq, gob hut, and skele barrel

They have touched 31 cards in 11 balance changes.

They had 54 changes. And a lot of them were focused on the exe and the witch reworks.

There are 98 cards in total, and there are unused cards such as mirror, rage, royal recruits, ebarbs, firespirits, and such which hasnt been untouched.

Indeed there were some cards which needed to be balanced,(I'm looking at you egolem), but Supercell really needs to do a better job in balancing out cards so they have enough time for buffs and reworks for unused cards.

Now see next season. Due to bad balance changes from the previous seasons they have to nerf cards such as baby dragon, goblin hut and egolem. And this will lead to no touching of the unused cards, because I believe that Supercell does not want to touch too many cards in one season, which could cause massive chaos.

TL;DR: Supercell are wasting balance changes by buffing, nerfing and reworking cards unnecessarily and badly. Bad balance changes lead to another set of balance changes which leads to no changes of unused cards as Supercell doesnt seem like they have enough time to test the changes nor they dont want to change too many cards at once, since the max number of balance changes were 6 cards, and in average, a little less than five cards are touched at once

The solution: Supercell really needs to do better balance changes.

submitted by /u/ljuhan
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