WIP Balance Changes for January 2025 (Season 67)

Cannon & Cannon Cart:
Nerfing Cannon Cart’s hitpoints is not the right change. Cannon needs the hitpoints back that it lost from its last balance change. The only reason Cannon has resurged back into the meta so heavily, without any balance changes, is purely due to Goblinstein’s prominence. Before Gobstein released, Cannon was a dead card and nowhere to be found outside of 2.6 Hog.
A better way to nerf Cannon Cart would be to increase its first attack as there is a massive gap between Cannon and Cannon Cart in terms of these stats (Cannon with a 0.9s first attack, where Cart has a 0.5s first attack). In doing so, Cannon can continue being a relevant choice in picking a defensive building for decks, and Cart can have its overall power toned down while keeping it consistent with its non-wheeled counterpart.

Fisherman:
He’s been a top meta definer for so long now. Reducing his slowdown to 1 second would be more beneficial for additional future metas that he finds himself dominating. If he ends up too weak afterwards then other stats can be adjusted accordingly

Goblinstein:
The ability is the real problem. Making the Dr. Die to Poison won’t do anything about the fact that you can place him reactively on defense and pop the ability to completely deny an entire push. There’s no reason 2 elixir should be able to get 5-8 elixir worth of value. It’s just insane how your opponent can’t even break through if he’s in cycle. Shortening the ability to 3s and decreasing the damage of it by 10% would be a much healthier change for the game.

Ram Rider:
Her hitpoints aren’t the problem, it’s the fact that she’s impossible to defend when paired with a Rage spell. Her having a 2 tile charge is way too strong for a majority of decks to deal with. A 2.5 tile charge will remedy this problem.

Evolution Ice Spirit:
Taking away one of its freezes will kill the card overnight. It would be dramatically better if the radius buff it got before was reverted, and because the non-evolved version is incredibly strong on its own, reducing the freeze to 1.1s would be warranted for both versions.

Evolution Pekka:
The large kill heal is way too much. Reducing it to 423 would be ideal. Regular Pekka is also way too broken ever since her range buff. She needs her range reverted to medium, with a small damage buff to allow her to 1 shot Royal Hogs.

Royal Recruits & Evolution Recruits:
Regular Recruits are one of the worst cards in the game. A 4% damage increase won’t do anything to help them. The card needs an entire rework/overhaul in stats to make them better for the game. As for now though, they need at least 140 damage to make them at least somewhat not terrible. Then they can take out Royal Hogs in 1 less hit.

Baby Dragon:
A splash radius buff is very nice, but still not enough to warrant ever using this card. A 5% hitpoints buff is much needed, this will put him on par with the same health as Miner + Royal Ghost.

Witch:
Same thing as Baby Dragon, a splash radius increase is always very beneficial, but this alone will still make Witch a very weak ranged area denial spawner troop. Giving her a histspeed buff from 1.1s to 1s, and a first attack speed buff from 0.7s to 0.3s would actually make players consider her in some decks. The splash buff could then also be reduced from 1.5 tiles to 1.2 tiles, since it’d be pretty insane for her to have a splash that large considering how frequently she attacks compared to the Wizards and Dragons.

Dark Prince:
He is never used over Royal Ghost nowadays outside of some off-meta decks. A tiny damage buff to bring him closer to the buff Lumberjack is getting would be perfect for him (from 248 to 252-255) as it would allow him to take out a Wizard in 1 less shot. A small hitpoints buff would also make him a more viable option when compared to Royal Ghost, from 1,200 to 1,239.

Goblin Demolisher:
He never even deserved the last nerf he got. Revert back to a 10 second duration please.

Goblin Machine:
The issue with this card is the slow rockets. Making them more consistent is definitely the way to go with making him better. As for the damage, keep the histspeed the same and give him 135 to 144 damage so he can take out multiple troops in 1 less attack.

Evolution Cannon:
The damage increase will only change the interaction with 2 cards on impact, Bomber and Wall Breakers. The evo should be much more versatile and easier to use, because it’s very tricky to aim the barrage correctly especially with multiple units on the field. A radius increase from 2.5 tiles to 3 would be very helpful in reducing the accuracy for placement and timing when using it.

Dagger Dutchess:
This is an awful change honestly. She can’t even take out a Phoenix egg, which brings me to her main problem: her dps when daggers are depleted. She is a complete liability in so many archetypes that can’t justify the nearly 40% decrease in dps compared to Princess Tower. The solution can be as simple as increasing her damage, decreasing her maximum daggers, and increasing her time to replenish daggers. For her damage, 112 to 144 will allow her to deal with a ton of units with 1 or more daggers less overall. To compensate for this increase, her maximum daggers would need to be reduced to 6 from 8, and her dagger charge speed up to 1s from 0.9s. In total, her dps after daggers depleted would be 27% less, rather than 40%, and make her much more viable as a tower troop option in more decks.

And lastly, if I didn’t mention a card change here, it’s because I think that the proposed change is well thought out, and ideal for the health of the game.

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