WIP Balance Changes for June 2024 (Season 60)

Overall I am happy with all the balance changes.
Only addition I think is evo wiz needs a nerf - shield should die to arrows or reduce the shield pushback effect, also arrows could use a slight area nerf - it should be same area as poison

Before making these changes, Evo Wizard shield should be nerfed. His shoeld survives arrows wtf man xDDD even miner was less broken. I feel like Giant doesnt need a nerf, he was good because of DD meta. She needs a nerf, sure, but making her daggers 6 gonna kill her. 7 is BALANCED

2 Likes

dart goblin and goblin cage buffs are too small to do a change dart goblin needs to do 150 hitpoints and goblin cage needs 10% more hp

The burst damage is what makes her OP, not the damage.

The charge nerf on the little prince is too much. It should at least kill troops such as goblins. Also, the charge ability was never what made it strong. It’s the fact that LP ramps up into dealing so much damage and has a lot of HP.

Since the beginning I was in favor of actually not nerfing how quickly it ramps up the attack speed, but nerf the max attack speed instead. If it ramps up quicker and maxes out at a reduced speed while dying to fireball then the card would still get its rewards without becoming problematic.

The charge damage you could reduce but it should definitely kill small troops such as goblins.

112x8=896
153x6=918
There is no point in the speed of daggers if they do less damage. Daggers are thrown so fast. Vote for 6 daggers.

2 Likes

Dont think people understand that the so called “rework” is a bigger nerf than the 6 daggers nerf…

Current state: Duchess deals 1224 damage in the span of 2.8 sec. Once out of daggers deals 153 damage every 1.55 sec.

“Rework”: Duchess deals 896 damage in the span of 1.9 sec. Once out of daggers deals 112 damage every 1.44 sec.

6 daggers nerf: Duchess deals 918 damage in the span of 2.1 sec. Once out of daggers deals 153 damage every 1.55 sec.

So both are huge nerfs but the big problem with the “rework” is that once the duchess is out of daggers it becomes utter garbage, pretty much killing the card… Also wont be able to 1 shot spear goblins or 2 shot spirits…

2 Likes

a good way to counteract this is to have a tank for the barrel instead of sending it in alone in that situation, like an ice golem or knight for example

Giant range nerf is good, however, he should get a small damage increase to compensate for that (2-4%).

A 3 elixir ability that doesn’t even kill Goblins is comical. #1 Best to #1 worst real quick. Make it make sense. Nerf the pushback of the ability instead from 2.5 tiles to 1.8 tiles (same as Snowball) and nerf LP’s damage by 10% (no major interaction changes, just less of a tank destroyer). Keep the first attack speed nerf too.

Evo Knight needs a shield nerf, not an hp nerf. Reduce the shield by 10% (60% > 50%).

Evo Tesla damage nerf? The 1s stun is the biggest issue, I think the card will be much more balanced with just that nerf applied.

Neither Rider nor Prince need to be charging around the arena like an Evolved Recruit. Way too broken. Buff Prince’s hp, and buff the Rider and Rams damage (Rider 2 shots Minions, Ram damage the same as Battle Ram damage)

Also, why is Dark Prince the only charging card to still have a 3.5 tile range vs 3.0? Give my guy some love please, he’s never on your radar for balances.

Spear Goblin buff is great.

Dart Goblin buff is good, though what if you increased his range instead to be more in the niche of Princess, rather than just a weaker Musketeer?

Goblin Cage should have a 30s lifetime rather than an hp increase imo.

Void nerf/rework is great.

The 1st Dutchess change will make her so bad and make Beatdown even more oppressive. The 2nd change is the only way to make her more balanced. PICK THE 2ND NOT THE 1ST.

1 Like

Lp’s 75% nerf is too much, may I suggest to change it to 40-50% in reduction.

Good balance changes but where evo ice spirit buff???

1 Like

Option one is not a rework; it is burying the card. Let me quickly bring up some current stats:

T. (Tournament) Level Spear Goblin HP: 133
T. Level Minion HP: 230
T. Level Spirit HP (All other than Heal Spirit): 230

By going from 153 to 112 Hit Points, it will take one extra dagger to kill any of these troops. And I’m sure there are plenty of other ones where it will take an extra dagger, but these are the most obvious ones. Putting the minions at the bridge pretty much makes it so that you have to block them at the bridge, or leave your DD empty and ready to be destroyed by a Hog Rider.
And maybe I simply can’t imagine it, but I don’t think the daggers per second buff is gonna do anything other than maybe reduce the hits taken from a naked goblin barrel by one.
Even the second option, of bringing the daggers’ count to 6, will pretty much result in much more difficulty defending Knight, Mini Pekka, Hog Rider, Ram Rider, etc.
As totally not someone biased because they’ve been grinding for the last months and are 1 card away from upgrading DD to level 14, I suggest bringing the daggers to 7 (and maybe buffing the other tower troops, by increasing arrow travel speed and cannoneer damage to give the tower troops more individuality).

I don’t think the LP ability nerf its necessary, as the ability has never been a problem; Most champion abilities are meant to clean house, and the nerf would essentially leave LP to a true support troop. The nerf should go to its health, just so that it dies to a fireball, which would encourage players to use different ranged units.

DD damage nerf shouldn’t be as harsh as it is. The damage output is problematic, yes, but it should also be that the troop is still strong enough compared to the other tower troops. If anything, Princess might benefit from a damage buff, but that might be too much of an issue.

Also, is Dark Prince supposed to be absent from these buffs. It’s a little weird that Prince and Ram Rider are getting a charge buff, but not Dark Prince.

1 Like

Giant is good but other big tanks need help.

Royale giant, goblin giant, lava hound, pekka, die quickly and easily countered by some many cards now (ex, cannoneer, mini pekka, inferno tower and dragon) They need small hp buffs.

Ultimate Champion require 100 wins to finish (without losing), it takes so much effort and time each season, and the win multiplayer need to be 2 timer bigger. It helps keep us motivated about the game.

I would like if you can show the rank of an ultimate champion player if it was below 100,000 or 50,000 globally, and valuable achievement, rewards, or badges that shows how many Ulitmate Champions you have. The same I wish for other achievements and efforts spent on the game.

:heart:

5 Likes

It should be stronger it’s legendary and princess is common

Dosent the first change still make dd stronger than princess isn’t the second option a bigger nerf?

Nah, ngl i don’t like these, specifically all the nerfs, the DD ammo nerf is NOT NEEDED IMO (I’m not a pro, don’t take my opinion for granted) the LP nerfs are eh, the dash damage shouldn’t be happening, but the first hit speed nerf is good. Evo Knight yes is good, but it doesn’t deserve it imo, he should be good, especially for his cost (yes that’s a reference) so imo he doesn’t need this nerf. The giant nerf is not needed, especially when the thing that is making it meta rn, is getting nerfed at the same time. But all the buffs imo are good, i love those. The nerfs are the only thing supercell didn’t cook with. Edit: ok I’ve found out that the 1 option for the DD will fucking kill the card, go for option 2, it’s more of a balanced nerf.

not true, giant is to strong he has to much health and does so much damage, he will still be good it’s only a small nerf

no it doesn’t, it will still do more damage then the princess and have a faster fire rate. so it will still do the same damage to targets but will run out of daggers faster as she shoots faster

are you dumb? it doesn’t make her stronger, the first nerf is even bigger then the second as she will run out of daggers so fast.