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[EFFORT POST] Season 14 Analysis: New Balance Changes, New Season Changes, and the date of the Big August Update (Take my thoughts with a grain of salt!)

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Hello everyone, J.Corby here. And it’s that time of month again. Where I look at the Season data given to us and explain what it all actually means, imo. Today we are looking at Season 14: Prepare for War! We have new Season Changes, Balances Changes, and the likely date of the Big August Update. But, I am kinda... disappointed with what we got this Season. It had a lot of unused Potential, even if the Big August Update was not coming in early August. Let me explain what I mean.


~Emotes, Tower Skin, and Challenges~:

~Emotes~: These new Emotes are... concerning to say the least. The Pass Exclusive Emote is an Archer gracefully shooting an arrow, not bad, but not good. And then the other 2 Emotes you can get from the Shop (Firecracker Hood Up and Archer cleaning the ”arrow” Tip) are just kinda meh to me, not even one of them as a Challenge Reward either like in past Seasons.

And the reason why I say these are “concerning” is because the new art style and more smooth motion are different to the older Emotes like the OG King Emotes, or hell even the Season 7 Firecracker Emote is fine compared to this. I know this is a nitpick, but I love the simplicity of how the Emotes look, they don’t need to have a different art style or feel more smooth, they just need to express the intended emotion with characters we like (Some of those intended emotions might cause controversy in the community, but that’s for another discussion, maybe a post for another day). Overall they are on the lower end in my opinion, but at least the Archer/Firecrackers out there got some love.

~Tower Skin~: And now to have a 180 here; this skin is actually really good in my opinion! It’s based of the Mega Knight are we are back in Legendary Arena... again (we all know base Legendary Arena is cool, but for the third time? Just get rid of Season Arenas and decorate the Legendary Arena to match the Theme). I like the helmet being the focus in the front of the King Tower and how it’s just like a massive armored tower. Is it as good as Season 3’s Tower Skin? Probably on par to me, maybe a little less good. Great job here if you as me.

~Challenges~: I am interested in this set of Challenges, very interested. All of these have a title of ”Master the Deck” followed by lines of either Beatdown/Bridge Spam/Siege and Air/Tower Damage/High Damage. All I know is that it’s to “level up our Cards for Clan Wars 2.0”, so are these like Training Camp Challenged where we face the trainer while we both use a Deck that’s Beatdown/Siege/etc.? Whatever it is, it’s going to help us boost our Card levels so that’s good. Definitely need to wait and see here folks


~Bower~: Sight Range Nerfed to 4.8(?!) Tiles from 6.0 Tiles, Projectile Distanced Buffed to 7.5 Tiles from 6.0 Tiles, HP Buffed to 1724 from 1596

Out of all the changes, this is the only one I really like. The Bowler’s Boulder can now finally hit a Firecracker while she is shooting (R.I.P Firecracker) and he overall hits things that are farther away now, AND he has more HP, allowing him to survive longer to counterattack in pushes.

The one thing I’m concerned about is the Sight Range. All Troops that are Ranged (if they have more than 4.0 Tile Range) will always have a sight range of +1 of their Base Range (some outliners like Sparky and Archers that should be fixed, but still). What this does is make Bowler’s Sight Range his Base Range, which May cause issues with targeting. And why 4.8?! If not rounded up to 5.0 Tiles, why that? It’s inconsistent. I do overall like the change since it fixes his issues with other Cards, but it’s a funky change for this funky purple dude.

~Royal Recruit~: Damage Buffed to 111 from 101

A Simple buff for arguably the most Simple Card in the Game. They can now one shot Spear Goblins... that’s about it. While the new DPS buff is nice when defending, if Supercell wants Royal Recruits to be viable (they said multiple times they don’t want them too because they are problematic), then they need WAY more than just small Stat changes. They need a full on rework or even just to be deleted/replaced if they are that problematic. This change won’t do that much, but it’s something

~Royal Delivery~: Knockback Removed

Wow... I know the Card was extremely Strong, but it did not need THIS much of a nerf! What this does is basically make it unable to reset Cards like Inferno Dragon, Hog Rider, etc., making it to where they overall will get more Damage off than before. They did not Even do anything to make up for it besides the Royal Recruit buff that carries over. I think I get why they got rid of it: “Damage is good, Radius is good, we want the timer to be long for “skill plays”, so let’s just get rid of Knockback!” While those are “valid” arguments, the Knockback was very important for a Card like this to make it work. I guess we have to see if it will still be in the Meta with this change

~The Log~: Roll Distance Nerfed to 10.1 Tiles from 11.1 Tiles

Ouch, that’s gotta hurt for the woody guy. Wait, would a lot feel pain? They can cry and get mad, but would they feel pain? Anyways, this Nerf is big! You now have to Roll the Log exactly at the Bridge to get ANY Crown Tower Damage off, let alone it being not as rewarding now (more in that later). It also makes it less effective at handling Bait when the spam both Princess and Goblin Barrel, The Log just barely misses the Princess now! While most interactions remain the same and it will still be Viable, I think this Nerf might be a little much.

~Bats~: Hitspeed Nerfed to 1.3 Seconds from 1.1 Seconds

The Bats’ jaws are getting heavier and heavier, this they hit slower and slower. By itself, this change would not be that bad because they still have great DPS for their Elixir. But when they buff/nerf Hitspeed, they ALMOST ALWAYS buff/nerf their First Hitspeed... I think you know where this is headed. Changing the First Hitspeed of a Card can make or break them, and this is going to be a massive nerf to them being played reactively, which is not good. It’s like what happened when they nerfed Magic Archer’s First Hitspeed years ago, he was really bad, and now Bats might be in the same spot. Looks like I’m going to probably switch Bats for Minions in my deck.

~Miner~: Crown Tower Damage Nerfed to 48 from 56

And I thought that Bats got one of the worst Nerfs. This change has the potential of completely killing off Chip Cycle with Miner, forcing you to run other Cards to even consider using this Card on offense. I personally thought that after initial nerf, he would be Fine, or at the very least make it 33%. But now, I fear Miner actually might not be as Meta as he is now. Let’s just hope he still is used in Giant Triple Spell or Miner Wall Breakers Decks. But wait, if Miner’s Crown Tower Damage got nerfed, then does that mea-

~Spells with Crown Tower Damage (Tornado and Earthquake excluded)~: Crown Tower Damage Nerfed to 30% from 35%

I spoke too soon, THIS is the worst nerf of the Balance Changes. While Spell Cycling is very annoying and frustrating to deal with (looking at you, Ice-Bow), this nerf is way too much to me. Freeze deals 29 from 34 Damage, Zap and Snowball deal 48 from 56, Log deals 72 from 84, Arrows deal 93 from 108, Fireball deals 172 from 201, Poison deals 184 from 216, Lightning deals 264 from 307, and Rocket deals 370 from 426!

I hate this change with a passion, and only because it is TOO MUCH of a nerf. The main issue was ROCKET dealing too much Damage to Crown Towers (because of Ice-Bow), but if they nerfed the Base Damage, interactions might change too much. So they decided to do a massive Crown Tower Nerf to all Spells because it is still technically an issue in the game. I don’t get why the Nerfed it so Hard however, why not make it 33% to “match” how much Damage Earthquake deals to Crown Towers. Change Spells (and Miner) to work like Earthquake: where their Base Damage and a different type of Damage (in this case, Building Damage) is the Same as the Base Damage, but make the other type of Damage (in this case, Crown Tower Damage) an actual Number and not a percentage of the Base Damage (even if it technically is a Percentage of the Base Damage, like how Earthquake deals 33% of its Building Damage to Crown Towers and Troops, even when it’s not classified as “Crown Tower Damage”).

But that’s not all! They make Tornado an exception to the rule... WHY?! I know that Tornado is a wacky Card that might still need fixing, but that does not mean it gets a free pass on Standardization like Crown Tower Damage. This set of Changes is going to change the game the most, and it may hinder Spell Cycling, it might a little too much to me and other players.


• It’s sad to say this, but it’s implied that the Big August Update is coming in middle to even late August, not August 3rd like Season 14. While this is understandable since they just got back from their mandatory Vacation and might need to finalize some details, I am very worried about this update. From what we seen, with the new Clan Wars and stuff, I don’t think this Update will be worth the 6-13 Month wait for a new Content Update. Unless they are hiding a lot, and I mean A LOT of other changes to boost Progression, fix Inconsistencies and more, don’t think this Update will meet the massive expectations it has.

I really do hope the best for this Game, it has given me so many fun memories over my 4+ years of playing it, but even I am losing patience here. Seth and Drew, if you are seeing this post, please tell us that you at the very least understand the concerns that I and many others feel about this Season and Future of Clash Royale. We know that it can and deserves better.


So, what do you think? Think I am being a bit too nit picky here, or are my thoughts justified? Do you like the Season and Balance Changes? Do you think the Big August Update is going to be a Success? What do YOU want to see in Clash Royale? Let me know down below. Clash on everyone!

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