Nerf MK
Nerf Hog Rider
Nerf Evo Valk
Buff little prince
Buff Barb Hut
This Balance team is retarded
Nerf MK
Nerf Hog Rider
Nerf Evo Valk
Buff little prince
Buff Barb Hut
This Balance team is retarded
Buff!:
لايحتاج رامي السهام السحري او البالون الى تضعيف، سيصبح خردة عديمة الفائدة
Evo Executioner, Good change.
Skeleton Queen, Amazing. This was mostly the direction I wanted them to go, though. I’m not sure about the HP buff because now she has more HP than a regular Giant, but we’ll see how it goes. Maybe 15% instead of 20%.
Hero Magic Archer, Mostly a nerf with a small buff. It makes activating the King Tower less common, which I think is okay. He’s been a bit annoying, not gonna lie.
Hero Balloon, It needed a nerf, but I don’t think this was the right decision. I would’ve nerfed the Skeleton Trooper’s HP instead.
Hero Knight, Honestly, this is a good change. Everyone just spams the ability for an extra hit, and it’s annoying. This should make people spam it less and punish them more for wasting it.
Ram Rider, Ummm… okay??? She didn’t really need one.
Missing buffs: Little Prince, Goblin Giant, Evolution Ice Spirit, Evolution Goblin Drill,
Ram rider buff was a good add. Hog is is just as powerful for 1 less elixir
I’m not sure if the ram rider’s boost is enough, she’s too inferior to the hog rider for her cost…
Although I think sum reworks and nerfs are worse for the game because going against overpowering cards makes the game fun and wins more satisfying, the changes are still decent as many players needed it to be done to be able compete more fairly. I think a few cards that should have been buffed are hunter and evo hunter, zap and evo zap, skeleton balloon, and berserker. Overall not horrible changes, my general opinion is just that some cards that have been nerfed into almost being unusable need atleast a few buffs in health or damage so that they see more usage in game.
I think the balance changes aren’t enough and that the Magic Archer nerf is way too much he will now die to a fireball and that will basically make his ability unnecessary.
I hope there’s a really big patch coming in August or else this misses a lot of cards that needs nerfs (spirits, almost if not all heroes, evo MK, bait in general and Rascals for example), and the ones present here don’t really convice me.
Evo exe should have the extra damage it got some patches ago reverted/his axe’s range should be shorter (same for Bowler).
Hero Knight needs less taunt range or straight up a whole different concept (same for Hero Mega Minion, Giant and Musketeer)
Hero Balloon should drop its Skeletrooper below the balloon or have really short range.
Hero Magic Archer needs also less HP on the dummy (less than the Magic Archer himself) or completely remove it, it does too much for 2 elixir.
The Hero Tombstone rework looks fine but it probably needs the skeleton spawn, make it so she still spawns two of them but less often (two every seven seconds or something like that)
This time, Clash royale has made good
Maybe instead of nerfing hp of regular battle ram they should nerf damage of every additional hit. So first hit would be 573 and any other would be 30% weaker than first one.
I hate the skeleton queen rework. Removing her skeleton spawn removes a big part of her identity and just makes her a generic 5 elixir tank that does damage. In my opinion, the buff should’ve been an increase to the timer to spawn her after the tombstone dies (equal to hero goblins’ respawn timer), and either reducing her to 5 elixir or making it so that she doesn’t destroy the tombstone but instead permabuffs that tombstone in some way (possible ideas (only one of these): both skeletons and tombstone are raged, skeletons have a 1hp shield, skeletons gain a charge and a poke stick that increases range) to support the push.
Can we instead nerf the radius of the hero knight.
AND FOR THE LOVE OF MIKE, CAN WE MAKE THE PRINCESS’ DEPLOY TIME LONGER?
I’m a balloon player, how about we don’t for the goblin giant?
All the nerfs are fine, but the skeleton queen buff will make her broken. 4000 HP is equal to giant, which is also 5 elixir. However, the skeleton queen has faster movement speed (medium) and has the same HP?? Yeah the damage is nerfed and spawn ability is gone, but there’s a reason why giant goblin and giant skeleton had lower HP for its fast movement speed. People say you have to play the tombstone first to spawn her, but it’s not really a penalty. The main advantage is that you can freely cycle your tombstone instead of having your giant sit in your hand, so you can play a giant-equivalent card without having a penalty of weaker defense. I think hero tombstone + graveyard will be so broken next season because you can now have the advantages of giant + graveyard while still keeping its cycle and defensive identity.
Honestly great set of balance changes just missed out on a lot of cards that could have been nerfed like cannon cart, rascals or other hyper bait/mortar bait cards. Also how has mega knight not been nerfed? Kinda confused how that card escaped the changes especially because the last “nerf” it had was really a buff imo. The golden knight secret nerf was also unnecessary, the card was balanced as it was before hand. Lastly was a little bit shocked that supercell hasn’t tried to revive old cards like the goblin machine, rune giant, barb hut, void etc. makes no sense to me that they buffed a card with a zero percent usage rate after 1 month but not the cards I mentioned above which have had almost no usage for the last 6 months just kinda sad those cards aren’t getting attention, but overall good nerfs just don’t think there was enough buffs and reworks.
Hero knight nerf wasn’t needed at all