Thereâs a lot here, so bear with me.
AQ- Agree- The cooldown of the ability made it too easy to defend a push and then pose an offensive threat immediately after.
Cannon Cart- Agree- Worked a bit too well in many meta decks, and this hp nerf will reduce itâs effectiveness against a lot of cards it was indispensable against.
Fisherman- Mostly Agree- I do agree that fisherman needs this kinds of nerf, as it was able to be used effectively outside its niche really easily. I think that 40% might be a bit overkill though. I think start with 20%. That seems like it should fix the problem, and if it doesnât, nerf it again later.
Stein- Mostly Agree- Many of us recognize this card as the best in the game right now. I would even argue the monster could use a slight hp nerf as well. Itâll still be a good card either way, but I feel you can effectively set it in its place with such nerfs.
RR- Agree- Another very good card right now. Iâm glad though, that supercell recognized that its because of the other meta cards, and not because of RR itself. This small hp nerf is exactly what it needs. Itâs not a huge nerf, just enough to make it slightly more risk based of a card instead of âspam behind tank.â
Evo Bomber- Agree- Though bomber is one of my favorite cards, this is a necessary nerf. It was just too good on towers and medium hp cards.
Evo GBarrel- Disagree- Donât remove its whole gimmick! Even if itâs still hard to tell, it will make it almost pointless in top ladder, where people will see right through it. I imagine the thought process behind this was âit forces people to overspend on defense, so we need to give more leniency.â I agree that this is true, but that is the entire point of Evo Goblin Barrel. If you want to nerf it I would reduce the toy goblinsâ hit speed or something, not the mechanic itself.
Evo Ice Spirit- Agree- Evo Ice Spirit has been consistently in almost every meta cycle deck for some time, giving other spirits no room for competition. It will still be good after the nerf (weâll see how the damage buff effects things), but it could previously shut down entire pushes with 3 freezes. This I think is a reasonable way to nerf such a good cheap card.
Evo Pekka- Mostly Agree- This is a really cool way to make the Evo Pekka not as overpowered, but still a neat card. This is exactly the kind of thing it needs. My only complaint is that the upper limit of âsmall killâ seems a bit high. Iâd make it around 700 or 800 so it still gets a normal heal off things like cannon cart or the newly nerfed doctor.
Recruits- Agree- Recruits have started to lack in tanking for units, especially against hard counters like bowler and executioner and bomb tower. Hopefully this buff makes them useful for distracting just a tad longer.
Evo Recruits- Agree- After the hp buff, something needs to be done to keep recruits from becoming overpowered. This nerf to their charge speed is a good way to keep them in check. I donât know what the charge damage buff changes off the top of my head, but I imagine it only changes one or two interactions, so Iâm not strongly opposed to it.
Evo Skellies- Indifferent- This will make them slightly worse, causing them to be ineffective in some situations, but as long as they keep their primary ability it seems pretty reasonable. I feel cycle decks are getting a pretty reasonable nerf in this update from skellies and ice spirit, so I would encourage a future spirit evo or other support evo.
Baby Dragon- Agree- Baby dragon has been a pretty garbage card for a while now (I donât know why people use it in midladder), but this buff should make it a bit more effective at defending pushes and supporting against swarms.
Witch- Disagree- Now this is kind of a devious buff. Baby Dragon needed it, but witch? Not really. They still act as a good support either way, I donât think they need to be any more effective at stopping pushes and cancelling swarms. Their job is an air attacking mobile spawner, and they fulfill this roll well already.
Dark Prince- Agree- I rarely use dark prince, and I rarely see dark prince. I guess this may perhaps bring them back from the depths? I donât know if this is a super significant buff, but it seems worthwhile.
EGiant- Agree- Iâm not a EG user, so I didnât realize this was a problem, but the way they put it: âConsistent with other win consâŚâ make it seem like a reasonable buff that should already be in the game.
Demolisher- Agree- I feel goblin demolisher has been relatively outclassed by most other supports, and I like the idea of it transforming into a big wall breaker, so sure, letâs go with this buff.
Gob Machine- Agree- I like this kind of a small buff for the goblin machine. Itâs pretty bad right now, and it needs that dps increase. I think one shotting goblins is reasonable for a 5 elixir melee card like this. Just donât buff it too much! (who else remembers on release goblin machine)
MM- Agree- Mighty miner has been out of the game since evo megaknight and eDrag. This buff will make it better at what it does, and hopefully bring it back into play.
Mini Pekka- Disagree- Sometimes I wonder if supercell gets a sick joy out of cooking midladder. Besides that though, this buff to mini pekka is just a bit too much. Itâs pretty effective at what it does already, and I donât see a need for it to one shot more things. Maybe a 1% damage buff so it kills the newly nerfed doctor? I wouldnât go any further than that though. A 5% buff changes a lot of interactions, and it may become too powerful for a 4 elixir card.
Evo Cannon- Agree- It needed it. Itâs simply outclassed by other support evos for the deck it is in, and after the nerf to ice spirit and skellies, a buff to cannon may make people consider it further. I think the low use rate of evo cannon is more attributed to what matchups cycle tends to struggle with, which evo cannon just isnât very necessary in.
Evo Wall Breakers- Mostly Agree- I feel this is a buff evo wall breakers need if they want to be a preferrable evo, but maybe not to this extent. I would suggest starting a bit mild, maybe around a 35% boost instead of 50. I am thankful it does not apply to tower damage.
DD- Agree- Make the duchess viable again! There was exact ONE deck remotely in meta where they were preferred (DD Evo valk evo barrel log bait for anyone curious). This buff should at least give them their niche, like cannoneer has.
Lumberjack- Mostly Agree- I like the rage duration reduction. It seems like a good change to make lumberjack not too ridiculous at instant buffing pushes. I am reluctant, however, to give them a damage boost. They may start to push too far outside their primary usage if their other stats are buffed too much. Perhaps my fears are unfounded though. Itâs a small buff, so Iâm not going to stress over it. The nerf to rage may cancel it out effectively anyway.
Additional Notes: I see midladder menaces in the upper half of path of legends and beyond, and at the center of it all is the evo megaknight. I donât know what needs to be done. Perhaps they should just not pushback far enough that they can jump at their opponent 1 on 1. That would be significant enough, as it still progresses towards the opponents tower, as the card intends. People being able to use megaknight as a lead win condition is a problem, and needs to be addressed. Other things to note are: stop putting off a barb hut buff. Golden Knight could use a small buff, but not too much; just enough to be viable. Maybe something for little prince, I feel theyâve been nerfed too far into the ground. Overall, these are some pretty decent balance changes. Iâd like some of the concerns Iâve mentioned addressed, but most of these are nice. If youâve made it this far, thanks for reading!