damage REDUCTION nerf
Second Nerf way better cuz it will BE an unique Card and not a better princess
Nerf Giant, Evo wiz and drilp
The little prince nerf is too harsh, maybe change charge damage nerf from -75% to -50% and first hit time from -150% to -75%. this will make him a slightly above average card and not a bad card.
Also giant doesnt deserve a nerf because he was only good because of daggerduchess, with dd nerf he will be a bit above average but with this nerf he will be bad.
Prince and ram rider dont need this buff especially not the prince, give ram rider -33% charge time and prince no buff.
Goblin cage deserves atleast 10% hp buff instead of 5%, he is very weak building and with some extra hp he might see some more play.
everything else seems fine.
L opinion, doesnt solve anything and makes evos not special
W opinion, u have exact same thoughts as me. u should work at supercell man
OPTION 1 IS WORSE THAN OPTION 2!!!
1:
112x8=896
2:
153x6=918
PICK 2!!!
when will these changes be implemented???
i did some calculations and the âreworkâ is actually more a nerf than the ânerfâ since it does less damage with full mag and its slower to reload.
Giant has been overpowered ever since the range buff. The âhe counters ddâ excuse is just cope. He instantly became meta ofter the range buff, even in the cannoneer meta in giant graveyard. Giant graveyard was meta cuz graveyard countered cannoneer. Then why was graveyard cycle not meta? Because giant was too strong. It needs a rage nerf. The fast that it cannot be hit by the other tower and takes at least 10% longer in any situation where giant is countered by a building. It needs the range nerf.
No I just suggest small nerfs, which would make them less overpowered. I dont think that its fair when you dont have a good counter to evo battle ram, then it bounces 5 times on the tower and pretty much takes it
Misinterpreted what you meant
supercell need to buff the evos whats the point of evo if its js gonna gets arrowed and u get no value out of them
I think the Ram Rider and especially the Prince dash buff may be a bit extreme. I think 3 tiles â 2 tiles would be a more ideal change imo.
also the âreworkâ for dagger duchess (option 1) is way wayyyy more ideal imo. her overall burst damage is lower compared to option 2, and itâll take longer for her charge back to 8 daggers than 6, leaving her vulnerable for longer which I think should be an emphasized weakness and part of her design.
Why doesnât Void get a nerf to his damage on targets 2-4 and 5+? The first does more damage than arrows and is pretty close in damage to the fireball, while the second does almost as much damage as a zap, so no matter how many troops there were it would always have been worth using that spell, when it should whether to risk using it and doing a lot of damage to a single target or doing little damage to several
BE AWARE: DAGGER DUCHESS OPTION 1 IS A BIGGER NERF THAN OPTION 2!!!
OPTION 1:
112x8=896
Option 2:
153x6=918
PLEASE VOTE OPTION 1
option 1 is absolutely better than option 2
I believe now you guys kinda know how big of a nerf the first option is (it will freaking kill her), so weâre gonna discuss the second one.
Is the second option big enough? Imo the answer is yes. Why? Well⌠With only 6 daggers, she can no longer full counter a lone Mine/Hog/Knight/Valkyrie with Skeleton. Sheâll also be overwhelmed more easily in 3x elixir, since you only have to deal with 6 daggers, rather than 8.
The biggest problem of DD is that she killed off too many archetypes, e.g. Hog, Piggies, 3M, etc. âHow to make them viable again without completely killing DD?â is what you need to find out, cuz killing a card is the worst thing, the last resort (f2p players had to spent a lot of resource on her, wdym she deserves to die?), and just making them viable is enough to balance the meta so itâs not just Beatdown and their counters.
To be honest, if Supercell is OK with a tower card being this good, they should buff Princess Towerâs dps somehow, rather than trying to kill off Dagger Duchess.
Evo mortar and evo bats need their nerf reversed. They are not great and of the worst evolutions now, and were not overpowered to begin with.
Other option is to buff the normal mortar and bats (not their evolutions).
Void need its first single target hit not to kill troops like magic archer immediately, so that 4 elixer magic archer can get some value (about 2 shots) before it dies.
the first one is absolutely better
with option 2 it is still insane