WIP Balance Changes for August 2022 (Season 38)

In my opinion, The mega knight buff was a very dumb idea. Most clash royale players from royal arena and up use the mega knight without skill and it works because most players who play against are bad or have bad matchups. Good players who play against it use spirits and skeletons to kite it towards the king tower but if you can no longer do that, more people will use the defensive card as a win condition. a better idea in my opinion would be to nerf the damage and increase the splash, so that it can be used in more decks without being a toxic menace. I also think that players should be taught how to play the game better because people I know absolutely suck at the game but they still climb high trophies because players are bad. Someone I know plays a deck where the win condition is first play mini pekka wall breakers, which is easy to counter with a simple tombstone, but people are so inept in the game they can’t counter it so the wall breaker mini pekka player has an ego boost and thinks that they are actually good at the game when they actually suck.

Everything seems fine except for the mega knight buff. Mega knight should be given a crown tower nerf on his jump or be reworked into a defensive card

Great points. This 3 card cycle with mirror plus 2 cheap cards was abused a few seasons ago with earthquake (even before the mirror buff) before they finally nerfed eq crown tower damage.

Fireball nerf is completely unnecessary and will only serve to encourage more players to use annoying cards like magic archer flying machine and mother witch.

Don’t buff the mk, it is in EVERY deck in low and mid ladder and disappears in top ladder. Buffing it will incrase the usage in low and mid ladder. I think a rework is more appropriate

instead of nerf fireball, i think they should really think about how to rework or buff poison, with similar damage deal and the moving speed reduction that equal to nothing, there’s no point for people to use poison except gy deck, but because of mother witch, now most of gy deck also use fireball instead, the more they keep nerf gy, theses fewer people to use gy and so the poison usage is low, thats why they should think how to make poison viable again, not nerf the fireball, which also affect many other deck with a card that already quite balance

I agree, I don’t see the point to change classic spells like fireball. If every card is subject to change, at the end, you get a different game. Changing classic interactions makes just the game more random, which is bad.

Of course, this won’t change anything for pro players, but for regular players that are just trying to learn the game and go beyond toxic interactions or random gameplay, this won’t help.

Agree, don’t buff MK. This is already the random card by excellence, making him jump faster will make it even more random.

I think the goal of MK is exactly to be countered easily if you have a minimum of skill. But that minimum is already quite hard to reach if you are a casual player. Making it harder to counter, will just increase the people that will rage quit and uninstall the game.

This update seems okay overall but theres some small (big) problems

  1. 3.0 xbow users have had their cards nerfed repeatedly, making it very difficult to win against counters and pushes. literally every card is being nerfed. electro spirit is probably next
  2. skeleton king is fine at the moment and i think there shouldnt be a 2 skeleton nerf
  3. i sometimes play megaknight and i feel like it does not need another buff. its already considered unskillful and its literally becoming a joke to buff megaknight and nerf fireball and log. its literally like nerfing miner.
  4. hog rider and giant skeleton needs a nerf for sure, giant skeleton especially. 2.6 hog is getting another buff as usual when it’s already considered skill-less spam by a lot of players
  5. Egiant can be fully countered by tesla. It shouldn’t be nerfed again it was completely fine
  6. fire spirit is finally nerfed, but furnace should get a buff in exchange
  7. i support the elixir golem, golden knight, and ice golem changes
  8. 3 musketeers and tesla needs a buff.

Overall, even if i dont like some of these changes, i think it should be fine. except for fireball. it should NOT be nerfed at all (and im sure many people agree). At this point anything decently good is getting nerfed to the ground and all the toxic cards are getting buffed. if there is a low win rate then have you ever though that maybe its the player’s problem and not the card?

thanks for reading. this is just my opinion, and i dont play every deck so im just sharing my thoughts.

Not sure if Electro giant needed another change. I hope supercell leaves him. He’s a win condition after all. By this logic the spear gobs on gob giant would need to have reduced damage too. Just leave my boy alone. Been through buff, nerf, rework, buff nerf.

I can’t be the only one wishing freeze was eliminated

Adding on to this, I think Supercell should look at buffing Goblin Giant. Giving it a significant health buff (I’m thinking a 7-9% health buff so it’s around Electro Giant’s HP), would increase it’s usage rates and may allow it to be a better alternative for Electro Giant. With that, Electro Giant won’t be as prevalent in the meta. A buff like this would allow Goblin Giant to finally break away from Sparky, and allow it to be used like Giant, Golem and Electro Giant are.

Also, personal bias but Supercell, please buff X-Bow if you’re going to constantly nerf it’s surrounding cards. Seriously. It’s unviable at this point and it sucks since it’s my favourite card.

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My personal balance changes, because these ones don’t reflect the win and usage rates in the meta right now:

NERFS:

Giant Skeleton: -5% HP

Golden Knight: Dashing Dash range: 6>5
-10% HP

Cannon: Hitspeed: 1>1.2 sec. (Same for Cannon Cart, obviously)

Electro Giant: -9% HP, “Kite range” reduced to regular
(I think the issue with Electro Giant is the mirror and it’s HP, not necessarily damage on towers)

Skeleton King: Spawn range reduced from 3.5 > 2.5 tiles
-3 skeletons

Fire Spirit: reduced damage on Crown Towers (33% of full damage)

BUFFS:

X-Bow: +10% HP

Spear Goblins: Hitspeed: 1.7 > 1.3 sec

Goblin Giant: +17% HP

Ram Rider: Charge Damage: +8%
HP: +8%

Wizard: Hitspeed: 1.3 > 1 sec.
(My goal is to make it like a Musketeer that does splash damage)

REWORKS:

Elixir Golem: I agree with the proposed one, but maybe +10% HP buff instead of +6%?

Mirror:
Either make it a Champion, OR make the Mirror unusable when a champion has been played. (There is little you can do to balance this card, and personally I just want it removed, along with Freeze and Clone.)

Thoughts and (hopefully respectful) opinions?

Warrior Healer rework. ,Your life points are increased by 8%, your damage is increased by 3%,Your attack speed is increased, thus allowing faster healing, plus more interactions with other cards apart from the classic elixir golem, allowing it to have more synergy with other cards, as well as not depending so much on a single card, its damage points and its life has been increased to to do a good job defending and attacking on its own. Ram Rider (Buff) Now his boost will charge up sooner, thus allowing him to reach crown towers in most cases. Poison Its Slow Speed ​​is increased, causing affected troops to take full damage from it. Wizard Your life points are increased by 5% Barbaros Hut (Rework) Its generation speed is increased, but it will only generate 1 Barbarian, when it dies it will leave 4 Barbarians, let’s see how it works, if nothing changes, we will eliminate it from the game. Healing Spirit(Rework) Its damage is reduced by 10%, but its healing and life are increased by 6%, and its range is increased by 4%, so that it is a troop more used as support, so that in most of the cases, he reached the enemy troop and healed his ally. P.E.K.K.A Its damage is increased by 8%, so that it does a better job of eliminating tanks, in addition, its current damage is very similar to that of the Mini P.E.K.K.A, and the damage of these two is similar, for a troop of 7 elixir and a of 4 elixirs. The changes that the balance team had presented are correct, let’s see how it goes in the next season, I would really appreciate it if they sent this to the balance team and they took me into account, of course, maybe I’ve missed some changes, but I know they will They will modify and adapt them to the current meta of the game. It is the only thing I ask, take me into account please, thank you for your time🙌

What we really need is something to counter spells. I think a spellcaster magician or some technical person with a walking orb like shield that protects an area of troops from spells or protects them from a % of damage. Either some other form of wizard that costs some and will help protect vs spells or some girl with a wrench or something who works on a backpack that dispenses a shielded radius. We just need something to protect troops from spells.

Its almost like clash royale will punish you if you dont use a cycle deck with a building card and 2 spells. If you dont have a small spell how will you handle log bait? If you have no building how will you handle hogs other than spending 4 elixer in response to the hog and letting it take almost 900 HP in a trade. :face_vomiting: egiant also needs to have a smaller radius to prevent its combo with tornado to be less useful. They zap the buidings to focus the giant and tornado the troops to kill the off completely. If the radius was smaller theyd have less time to pull or if they pulled too soon the troop would get zapped but survive when it walks by.

I think we need something done about cycle decks. Almost everyones deck is 2.8-3.6 any higher everyone considers you a heavy deck. Youll also be unable to keep up with things like hog cycle or other cycles because theyll just cycle past your counters. Think about it. Almost ALL decks focus on cycling the win con. Sure its the win condition but all decks feel the same lately. Either cycling this with 2 spells and a building or cycling that with 2 spells and a building.

I was with you until you said mirror should be removed like clone and freeze.

Im so glad theyre working on him more tho. He may be your boy but hes not mine. Sad that someone can win and feel powerful and skillful by strictly having him, a lightning, a tornado, and a mirror. Egiant zap radius needs to be reduced.

Poison is fine. It has a larger radius than fireball and does more damage - can kill musketeer, wizard, ewiz, unlike fireball. Plus the slow is useful against troops like balloon…

Yeah I said personally because it’s just my bias there. I hate clone, freeze and mirror so I want them removed, especially since they’re either dead or broken cards, and require no skill to use at all.

Fireball
I really think it is a well balanced card as it is now. If a nerf is needed in supercell’s opinion make it smaller. 1.5.

Ice golem
Well, it’s known to all that supercell loves Hog 2.6, but why to buff such card? Hog 2.6 is already annoying enough. In my opinion no such buff is needed.

E Giant
Thank you! Yes, this card really needed a nerf.

Musk
In my opinion for a 4 elixir card the musk is too tanky. I’d suggest a rework for it: make it deal far more damage (with hitspeed buff or damage itseft) but make it possible for her to be killed by an equal level fireball. Or give it a +1 cost in elixir and a small damage buff

For the rest of the current card i have nothing to complain and agree with the changes.