man really said “lol just spend money”
I’d like a nerf to hogrider’s first hit speed and distraction range.
The marcher buff is welcome, I’d like a comeback to the classic marcher wb deck, unfortunately it uses a broken evo. Recruits charge comes too fast, so any nerf to that is welcome. Imo, goblin giant nerf isn’t enough. Always appreciate champion nerfs, as they’re all overshadowed by little prince. But hot take, I don’t think LP or knight needs that nerf, or any more nerfs.
Would like monk to have decreased elixir cost and make the ability cost 2 elixir instead.
Improve Balance Changes
Would love to see the evolution ice spirit and evolution bomber cycles get swapped. I think 1 is too fast for the bomber and I think ice spirit needs more of a buff to be considerable in an evolution slot. Whether that’s a faster effect time for the freeze effect with an additional attack or a faster evolution cycle.
Hey, I personally think that the golden knight buff should rather be 9 seconds until the second ability because 7 seconds will definitely break the game. It’s unrealistic to always get 2 ability’s out on your champion.
These balance changes aim at all the right cards, but several of these changes don’t address the actual problems these cards face.
Evolution Knight’s damage output is virtually irrelevant to how the card functions, the reason this card is too strong is because of his massive HP pool and damage resistance and he will remain at the top of the game until that tankiness is reduced.
Little Prince is a solid change but more needs to be done. Currently LP is a jack of all trades, master of everything. He’s a 3 elixir card that survives fireball (eat your heart out ice wiz) and puts out massive damage especially when staying stationary. His 3 elixir ability summons damage and knockback greater than a Log and spawns a unit equivalent to a knight in front to tank for what should be a fragile card. This laundry list of amazing abilities will continue to keep little prince broken post patch. This card needs to die to fireball, or have it’s ability nerfed heavily either by reducing the stats of the guardian or by taking away the massive knockback.
Royal Recruits are one of the better nerfs, but I still find one of their primary issues is how quickly they can charge. 1.5 tiles before charge is borderline unstoppable in some cases, and I think nerfing it to 2.5 or even just 2 tiles would help address this cards overwhelming offensive prowess.
Goblin Giant is a good change. It was only on the cusp of nerf worthy and I think a 3% reduction is completely fair. It will keep the card strong but not as overwhelming anymore.
Evolution Bomber may genuinely gain from the nerf. Reducing its range means it will activate king tower less if at all post nerf. This one is one we’ll have to wait and see on, because if it’s still easy to hit the tower with 2 bomb bounces this card will still be ridiculous. I think a better nerf would be adding a condition that one bomb cannot deal damage to the same target twice, but if this nerf accomplishes that in its own way then I’ll be happy.
Evolution Ice spirit might be a decent change? The problem is the effect of freezing something for a little longer is no where near as strong as the effects of other cheap evolutions like skeletons or bats. I would honestly say that this card could place 4 or even 5 freezing pulses on a target and still be balanced.
Evolution Valkyrie is a great change. This card was dying way too quick, especially since it pulls threats towards itself. I’m hoping +15% hp will be enough to make this card more viable.
Magic Archer is another great change. This card got absolutely butchered about a year or so ago when it’s first hit speed got nerfed. This buff won’t bring it back to its former speed but makes it usable enough to hopefully compete with cards like evolution firecracker and bomber.
Pekka range buff seems good, but I don’t know if it addresses the problems this card has. My understanding is that this card is a massively threatening, but easily distracted damage sponge. It’s 7 elixir cost makes me think it should be used to counter push, but Pekka doesn’t do enough to defend to make it actually worth playing. This range buff I think will help it, but a hit speed or damage buff may also be necessary before this card sees serious play.
Golden Knight desperately needs help right now, his unreliable 11 second dash definitely makes him the worst champion in the game. This new 7 second dash will make him much stronger, you can use 2 dashes almost every time you play him now, but I think a better change would be giving his old dash sight range back to improve its reliability.
Monk buff is good, he’s also one of the worst champions in the game. Increased health will be good for him but I don’t think it’ll be enough for him to see play over other champs like Mighty Miner or Skeleton King if you’re looking for a tanky champion.
Goblin Drill will hopefully be a good change. It seems to make it both stronger as a chip damage tool with the faster goblin spawn, and stronger if left completely uncountered since it’s increased duration may spawn another goblin. However this is counter balanced by reducing the drill’s hp, meaning it will be dealt with by your opponent faster than before. Overall a very interesting change, and I’m excited to play more Goblin Drill again after the patch.
Overall only 4 - 5 of these changes will actually make a difference to how these cards affect the current meta. While they have their marks set on the right cards, a good majority of these changes don’t actually get to the root of the issues these cards have. Not to mention some of the cards left out by this patch like bomb tower, evolution skeletons and bats, graveyard, and bowler. Let’s hope next patch actually deals with all of these cards in ways that affect the game.
real (pls no i want to play graveyard next season)
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Evolved Knight Deserves the nerf
Evolved knight is one of the best and versatile evolutions. It’s very good due to shield and viable damage. This at release was 3 elixir PEKKA (high dps and high HP). Even with nerfs, it’s still too good, so nerfing extra damage and attack speed will help. Don’t kill its identity of a tank. -
Little Prince IMPORTANT- FIX REQUIRED!! Deserves the nerf + guardian dash range -0.5 tiles
Best card since release due to medium HP high dps long range + guardian
Nerfing range a little can help limit its use. However, guardian dash range should also be adjusted as now little prince will be able to hit slightly longer ranged troops with ability. -
Evolved Royal Recruits Does not deserve nerf
I don’t really get why this card deserves a nerf. It got many consistant nerfs, and with goblin giant on decline, the usage dropped a lot. -
Goblin Giant Does not deserve nerf
After it got nerfed, it was pushed out of meta and now on good spot. No additional nerf needed. -
Evolved Bomber Deserves More Nerf
The bounce range was unreasonably long + the splash makes it easy to hit. Definitely will be able to hit the tower only after crossing the bridge. However, it can still hit tower twice with one shot and can hit the tower with high tolerance due to splash. The bomb should only deal damage once and never twice even if the bounce hits it twice, similar to evolved firecracker nerf. -
Evolved Ice Spirit Deserves More Buff
The broken evolution after release, the cycle needs to be 1, else its usage will be very limited and be outclassed. -
Evolved Valkyrie Deserves the buff
This makes the base HP similar to evolved knight, but differentiating from it. Evolved knight is more of a tank while valkyrie utilizes its torpedo for synergy. It was too weak before. -
Magic Archer Deserves the buff
The first attack speed killed the card more than it needed to be; it deserves to be a bit faster. Still, it’s impossible to stop it from locking on after seeing it being deployed. Good players predict it all the time anyway. -
PEKKA Deserves the buff
PEKKA has been dead since the deck does not have any evolutions and the cycle meta. This lets the PEKKA hit the troop across the river, if the troop is right next to the river. -
Golden Knight Deserves less buff
Archer queen’s skill was 8s at release, making it able to use the ability twice in one life. This enables the golden knight to be able to do the same, using on defense and on offence, too. The cooldown should be 9s. Having it dash twice almost always will be too annoying. Kills swarm on 1st, kills ranged troops on 2nd. -
Monk Does not deserve buff
Monk has been fine although its usage wasn’t high. When used correctly, the monk really helps with offense. Plus, it got its skill, which contributes greatly to its HP. -
Goblin Drill Deserves the rework
This was dead and rarely sometimes used in challenges. The only time I used it was on the warmth challenge. Having the first goblin spawn quicker makes a big difference (prediction fail might result in hit like miner). Also, it will last longer.
Additional Note Evolved wall breaker death damage is only 33% of original, although not written in info tab.
Ult champ player here (14100 finish).
Evo Knight nerf is too much imo. I think it would be fine with just the hit speed nerf. Adding damage on top of that changes a few interactions and also makes it a tank killer( while being a tank himself).
Goblin Gaint nerf is fine, they could even make it 4%.
Evo valk buff is pretty good. But honestly overall still an underwhelming evo in general. Yes it can be strong in certain situations, but overall is niche and not a card you would use just for the evo.
Haven’t used golden knight or faced it enough to really know if this is what it needs or not. Think it makes it overall better against swarm though
For people saying LP needs a health nerf don’t play the game at a high level. If fireball one shots the LP in its current state it will completely make the card unusable. It would need some type of compensation to damage or ability. Remember is a champion card, and the reason it is so strong right now is because it’s a cheap card, is used in many double evo cycle decks, and on top of that gives you a 3 card cycle. (Miner evo WB 2.5 for example).
Bomber i think is fine where it’s at, just needs to be a 2 card cycle.
Magic archers buff is alright. Not enough to make it amazing but a good start to see how it performs.
Monk hp buff is good. Does not need more damage imo. Maybe a slight buff to his ability timing.
Recruits are an interesting change. It’s not really used at all in top ladder. But mid ladder it can destroy some decks. I can see it being a fine nerf considering it’s the easiest evo to use and the decks they are typically in are spam decks anyways.
Evo ice spirit buff is a start, but needs something more. Maybe faster timing between freezes?
Pekka is another interesting one. This buff is a good start, but a buff to hit speed might make it too good. Health buff can be good maybe.
Goblin drill overall good rework. Will make it dish out damage more consistently and apply pressure. But overall these decks aren’t about the drill itself but the evos and cards paired up with it. Goblin drill play style right now is more about baiting out cards instead of it actually being the win condition.
Some other thoughts about current meta:
People use to say hog cycle was hard to play but that’s just not the case anymore. It’s probably the easiest meta deck to learn/play currently. I wouldn’t say firecracker evo is OP, i think just in this current deck it is. But hog eq has taken over 75% of my games and it’s just annoying how prevalent it is and how easy is is to play it. It’s hard to say nerf miner poison when it’s really just about evo cycle decks. I think that’s the main problem; reason hog eq and miner wb cycle is so good isn’t because miner/poison is. It’s because the low elixir cost and evo cycle that’s strong. Most of the damage from hog eq is actually from EQ+ evo cracker.
WBs need some type of nerf, if they don’t have a building it’s easy ggs for you
Tbh one thing I don’r rlly get is how people are voting the Magic Archer buff unnecessary. About 4 seasons ago it received a damage and first hit speed nerf that completely killed the card. This buff I think will really help it out. Maybe a 25% buff is too much, but it def needs one imo.
wtf have you seen that shit’s win and userate? completely outclasses every spell in the game except maybe for log
wow about 2 years ago they killed ice wiz and it never returned to the meta ever since, I think a lot of cards should take priority over marcher
Better not nerf evo knight. Evo knight will be pretty dead it has already a lot of nerfs and nerfing it would be unnecessary. I just feel like evo knight should keep its dmg as its shield is already pretty weak and evo knight would just feel like a normal knight.
These balance changes are some of the most exciting changes I’ve seen:
• PEKKA: The long range melee attack is amazing on its own. But I’d like to include either +6% HP buff in addition to the range buff. (3760 > 3985).
Or include hit speed reduction time in addition to the range buff. -0.1 (1.8 > 1.7).
Reasoning: The PEKKA has been falling behind in the meta since evolutions such as Barbarians, Archers and Firecrackers have been introduced. She needs either a slightly faster hit speed or a significant increase in HP to resurface into the meta.
• Magic Archer: Faster first hit time is perfect for this card, as many interactions have become awkward after he was nerfed. Especially noticable when having to react with faster moving units such as goblins.
• Valkyrie: Her HP multiplier buff is great for her evolution, this would make her much more resilient as she pulls in swarms of units that will threaten her HP as they approach her.
• Goblin Drill: Excellent rework, may need a slightly higher HP nerf. Other than that, the faster first spawn will make it a more reliable win condition to guarantee an extra bit of damage.
Agree with everything except archers. I think they should only be buffed if the evo is nerfed.
Little Prince & Evo Knight nerf is necessary.
I think in addition to the monk buff, his ability should activate faster. Too much damage taken and reflected damage lost due to the time it takes to activate his ability. His ability + card cost makes him 6 elixir. He should at least be able to kill ranged troops consistently with his ability instead of letting them survive.
For golden knight, i think the team doesn’t know if they want him as a bridgespam card or a control card. At least make him destroy swarms more consistently, it’s a pain having him hit 1 troop with his ability when there are other cards near him.
They nerfed miner last year it’s not stupidly good it’s just versatile
Firecracker, evo skeletons, evo wall breakers and bowler need a nerf
Bower literally used to be a worse exe before the little prince lmao how can you now take down a bowler
Evo recruits nerf is missing. Also, evo archers aren’t that great compared to the other broken evos, they don’t deserve a nerf.
I would also add evo skeletons nerf and firecracker nerf to the list.