WIP Balance Changes for December 2022 (Season 42)

mini pekka for life
its the best

Monk: Nerf damage ability 80% to 70%.
Phoenix: Remove knock back and reduce hit speed.
Rage: Buff is ridiculous. This does more damage than a ZAP !!!

Minions and Minion Horde - While the related cards are badly underperforming, they can be oppressive if the opponent doesn’t have a good answer. The buff is substantial and could make some decks consider them. I can imagine them becoming more than viable. The change isn’t stellar, but it’s welcome.

Mighty Miner - SC was too quick to nerf him beforehand. This buff is a more compelling way to buff him than simply increasing his HP again. Awesome buff. It will encourage offensive play.

Phoenix - The strongest card in the game, only rivaled by Monk. Despite the scale of its nerf, it will remain overpowered. Phoenix is viable in the highest levels of play even when under-leveled. It should be clear a massive nerf is needed. I imagine SC wants Phoenix to remain meta for a bit longer, and I think the nerf is an okay step for now.

Monk - The second strongest card in the game. But I’m not sure it’s strong enough to warrant the biggest nerf in CR history.
As it might be too much, some have proposed a 4-2 Elixir split. But I think 5-1 is better. Even at 4-2, it’s obvious when the ability will get more value than it cost. Monk at 5 Elixir will involve more risk, as the situation may not pan out for the ability to shine. And I think it should have that risk.
One of the most striking changes in a while, and I’m not sure it’s the right step.

Rage - One of the most disrespected cards in the game. A very bold rework that will change how Rage is played with and countered. It will now rival the other Small Spells.
The Rage effect will be weaker in massive pushes and have more counterplay because of the decreased radius. Lumberjack will suffer in those scenarios. As the community views these pushes as skillless and toxic, it’s probably for the best.
According to RoyaleAPI, it will hit air units. I based my review on that. It seems like a Rage meta could be incoming.
As it provides safety from Goblin Barrel for 2 Elixir, it will rival Log and Barbarian Barrel. Bridge Spam decks will consider replacing Zap with Rage (and probably will). I can imagine Loon Cycle will pair Rage with Snowball or Zap.
While Rage could end up overpowered, I think this is a good rework. Rage has a lot of ways for nerfing without destroying it, and it couldn’t be too oppressive. I’m very excited about this rework.

Goblin Hut - is a card that ranges from weak to slightly annoying. The rework will allow the user to utilize the spawns better. And cheap decks will have a better time against it. Good rework.

87/100 Balance.

Monk: Nerf damage hability 80% to 70%.
Phoenix: Remove knock back and reduce hit speed.
Rage: Buff is unnecessary.

Good lord monk ability is still destroyed by a PEKKA but you have some interesting ideas

Many argue the monk did not need to have his cost incresed. However, if you look into it the monk has more health than golden knight, has the same hit speed, and despite the slightly less damage (thanks to the combo attack and same hit speed) he ends up doing vastly more damage than GK. This is not to mention the insane knockback the monk provides.

(These comparisons were done at challenge level 11)

1 Like

They should not change the rage. It was balanced before and it doesnt make sense to rage to kill goblins and have a super small radius. I think they should keep it as it is

ngl, I forgot that rage is going to do damage, and miner rage just sounds so stupid.

But yeah rage seems super strong now

Maybe making the rage be able to do only 133 damage? so it can kill spear goblins and skeletons but not normal goblins (and maybe make them do damage to air units to compensate for that ā€œnerfā€)

With Mighty miner the speed sounds more like a nerf than a buff (except of course if the opponent is low on elixir and doesn’t have a cheap unit), if you want to build up a defense to counter the enemies push, the miner will cross the bridge before the units are on yours, and will be as easy as to use zap, or log to defeat him (or even just using cheap troops like skeletons, goblins, spear goblins, ice spirit, electric spirit) thing that obviously doesn’t happen in your bridge and even if they use a spell, you can use either another spell, or a unit.

maybe increasing his initial damage to 89, so it can kill skeletons even If they are one level above him, and to not making it too OP, make his attack load slower (or straight up give back the health that was taken away from his after his last nerf, which is better than the thing I proposed)

By the way sorry for the bad english

These reworks in an attempt to ā€œintroduceā€ cards into the meta usually culminate overpowered cards that get toned down the next season. It’s fine for some cards to be niche.

Changing the way the goblin hut reworks is an overall bad change. It gets rid the one use the card had — applying endless pressure — while giving the nothing in return.
Goblin hut is already an extremely weak card due to the nature of spear goblins, but spawning a cluster instead of a constant stream makes it extremely susceptible to cards like firecracker, which usually get overwhelmed by the spear goblin pressure.

Rage is yet another card that was perfectly niche. I will concede that Changing the duration to be a flat 6s was a good change, but it by no means needs to deal damage and knockback.
Duration spells by itself are very unpopular, and it’s why the heal spell is now a heal spirit. So giving a duration spell that already has insane support the ability to clear swarm cards makes it a better choice than snowball and zap.
Expect a meta full of juiced up royal giants, drill/miner, and hogs.

Monk’s issue was there is absolutely no punishment for using his ability. His issue is the fact that for a 1-elixir ability, you will always net a positive trade. Increasing his total elixir ignores the actual issues with the card (that he can be played at the bridge for guaranteed damage, gets way too much value from his ability, and is an overall nuisance) and attempts to solve it in the same way RR were ā€œā€solved.ā€ā€

My post still does not address how Phoenix is an objectively better card than baby dragon and how minions being changed to keep up with a new card is a clear power creep. The only card that was done right was minion horde, but that’s 1/8.

Ultimately, these changes are fixes for problems nobody had, save for the monk, which just shows how completely out of touch the balancing guys are. Despite common complaints from players, it seems they are going to go ahead and create what has the potential to the one of the most annoying metas possible, just to try something new.

Cant wait to see rage getting emergency nerfed on day 2.

i think inferno tower needs a health nerf.In log bait its op,as most decks this seasons did not have a reset,so the inferno tower practically took it out retty quickly.My main reason is in splashyard,if the skeleton king gets targeted by the inferno tower,you would activate the ability,but logbait has log:(
It can be any other archetype as well like that monk phoenix miner deck,no reset.inferno tower is literally op.im not saying nerf log bait,but at least consider this.

in most situations outside logbait,its op

how on earth are you loosing to logbait with graveyard skele king??? But only do you have barb barrel and tornado for goblin barrel, but you have graveyard (the most no skill win condition in the game) and poison for their goblin gang, if you are loosing those matchups it’s just a skill issue at that point…

Idk why it hasn’t happened yet, but can we please have the option to name our decks!?! Seems like a simple enough thing to do to improve QOL