WIP Balance Changes for August 2022 (Season 38)

I think all balances are good,except for fireball.Fireball shouldnt be nerfed that much,even it will get a nerf it could be lower.like not 1.0,but maybe 1.5 but 1.0 too low.Its my opinion.

The way mirror works with elixir collector should absolutely be changed. It has very little counterplay, and after the pump buff, playing pump will net you a positive elixir trade 100% of the time.

Personally I don’t think fire spirit really needed a nerf. Ice spirit and electro spirit are much more widely used, and fire spirit having high damage is the only thing that justified using it instead of ice spirit or electro spirit, which can reset. Furnace also should have been buffed in light of this change - furnace is already one of the most terrible cards in the game, and nerfing its spirits will turn its usage rate likely close to 0%.

Personally I think it would be smart to turn barb hut down to 6 elixir, and spawn barbs more infrequently. The 7 elixir investment into a building is just too much under almost any circumstance. I would also say poison should be reworked to do the same amount of damage over less time.

i would also say to rework the cards which are highly used in mid-ladder but almost never used in top ladder. Witch, wizard, ebarbs, and mega knight should be reworked into a kind of card that can be in a good, well-balanced place at all ranks, rather than all cards being balanced around top ladder, which is a very small chunk of players.

I think that Prince needs attack buff of 5 or 10%,because he do the same damage per second as elite barbarian,each one cost 3 elixir,and he Cost 5,so doesnt make sense he have the same damage per second

I’m convinced supercell lives in their own little world. It’s obvious the problem cards are egiant, mirror, cannon, giant skelly, and every champion (except mighty miner). egiant, cannon and giant skelly because they deal too much damage, mirror because this will increase their damage for only +1 elixir (while also limiting the opps counter), and the champions because their abilities and fast cycle are just too op. Please, just get pro players and ask for their advice. They already have every card maxed and mastered every deck, so they don’t care which cards get nerfed.

First, mirror is too overpowered as it changes all the balance in game with +2 levels +1 elixir cost. You can’t counter nearly anything mirrored with the things you normally can. Level 14 log can’t defeat lv 16 princess for example. Level 16 cards are very big game changers. And royal delivery really needs a falling time buff. You almost have to pre-use royal delivery to counter goblin barrel, when you use it, nearly all fast enemy troops start attacking to your towers before it falls off, thanks.

A buff to other buildings not including cannon and inferno would be nice. Concerning the fact that Giant Skele didn’t get nerfed, I think that Supercell likes that the card that used to be the face of off-meta decks is finding a strong place in the meta without being completely broken. The same thing with mirror, Giant Skeleton is HARD to change without completely breaking the card, whether too strong or too weak.

THANK YOU FOR POINTING THIS OUT!!!
This is the biggest problem that Supercell needs to deal with, and me a player that is constantly outside of the top 10K every season (placing generally around 20K to 11K) abused this to place top 5K. This comments needs to get noticed

I don’t really like the nerfing of the spirit, it was already perfect as it was, if they wanted to nerf the oven they could have just increased the spawning time or lowered the life.

seems like you really hate 2.6 hog. 2.6 hog is pretty dead, but it was the catalyst that started the cycling meta, which with the introduction of champions and their interations mirror, is really broken now, which is really what the supercell balance team should’ve confronted head on, instead of dancing around this problem with these balance changes. Champions and their interactions with mirror are what killed beatdown, and other non-cycle archetypes.

I think that heal spirit should get reworked to jump on your troops and make a healing aura around the troop that it jumps on. THAT’S my big card problem.

Dart Goblin dmg buff/slight stun (like .2 secs because arent darts like filled with poison? stun? tranq darts?) pls and thank you

these buffs/nerfs are fine except one. Mega Knight. Making it jump faster is such a massive nerf, because now you have less time to build up elixir to kite it around. I honestly think that it should be put to 1.0 sec.

agreed all except xbow
xbow doesnt need more health lol

But you think Dart Goblin needs a buff? HUH?