WIP Balance Changes for May 2024 (Season 59)

I think the dagger dutchess should get atleast 18% hp nerf to make it have similar hp to the canonneer or lower. and ice spirit evo should be one cycle, or maybe some other buff but making it one cycle is the easiest buff. LP definitely needs atleast a small nerf. rascal boy hit speed buff or maybe rascal girl dont die to log?(hp buff). heal spirit- range buff(definitely). wizard- hp buff. ice wizard- damage buff

i agree with almost everything u said.

The only broken Evos that needed nerf are Knight, Battle Ram, Bomber, and Wall Breakers. The Pump doesn’t need a nerf because Pump is a niche and balanced card for a long time. Royal Giant needs a stronger buff because the meta is already bad for Royal Giant for a few months.

All the balances are really good. I also suggest these balances:
LITTLE PRINCE (Rework): Increase little prince damage but make it a 4 elixir card with 2 elixir ability;
GRAVEYARD (Nerf): -1 Skeleton;
BOWLER (Rework): Increase attack speed but remove pushback;
MUSKETTER (Buff): Increase first hit speed;
ELECTRO WIZARD (Buff): Slightly increase damage;
MAGIC ARCHER (Rework): Slightly increase damage troops but slightly decrease tower troops/king tower damage;
RASCALS (Buff): Increase Rascal Boy damage;
WITCH (Buff): Increase splash radius and attack damage;
WIZARD (Rework): Make it a 4 elixir card, reduce splash radius;
CANNONNIER: Don’t nerf;
ELIXIR GOLEM (Nerf): Decrease little 4 blobs damage;
PRINCE(Buff): Increase attack speed, decrease charging time;
HUNTER: Slightly increase attack speed.

1 Like

Here me out !
Evo Fire cracker- I dont like the card at all it was mistake but its not in best spot and yes buff sound powerful but actually its decent because it can die to arrows and log i think aswell most spells which make it great.
Evo bomber and goblin drill and evo telsa- the new meta deck is diffcult to deal with but given telsa death ablity help keep it relvant and make easier play agaist
Evo bards- i play them so im interest in rework as they need clear push faster but they do die alot to splash damage but we will see maybe give small first hit extra damage or just make duration 4 sec which help with health kost
Evo bats and morter and skelly - i say dont do anything they good spot
Evo valk- dont like her but ill be nice maybe keep nerf but increase hit speed so she can suck more troops in and slight buff to tornado radius
Evo wallbreaker and evo ram- i havent had much problem with them so not sure the ram push back is good for tanks but not small tank like mini pekka(it should push small tanks not big ones)
Evo zap- been wanting try it out but level 15 far away. I think stager the damage reduction like 35% and 50% dont want zap to be irrelevant again
Elixir pump -good for boat pushes
Cannoeer - not needed
Dutchess - good nerf
I say tower troops should be a trade off of tower health and special ablity princess should be highest
And finaley
Since i love card increase flying machine attack speed its meant to be goblin dart in sky
Aswell dont think littel prince needs nerf just level your cards!!

Battle ram evo should be 1 cycle like barbs if they’re gonna make it this weak, and I disagree about LP, he’s the easiest champion to deal with

I think that battling ram evo should be one cycle but get nerfs on other parts of it. I played many game with evo battling ram and in most of the games I never got to use it. In the games that I used the evo battling ram, it just doesn’t connects especially with dagger duchess.

Hmm wheres Evo ice spirit buff ? It needs 1 tile splash radius buff that can damage all goblins and hit the tower easier also a freeze spot radius buff .5 and when a freeze spot is not use it will spawn a regular ice spirit. Also add more ho buff that can survive a log.If this is not enough then add more damage in the next next balance change

I agree with the Evolved Archers hp reduction, but the damage needs to remain the same. I agree with the Cycle change for the Evolved Bomber, but I also think his bounce damage needs to be reduced (maybe 2 times less). I agree with the Evolved Mortar HP reduction, but I also think the quicker hit speed needs to be removed. I agree with the changes for the Runners, but I also think that there should not be any bonus damage to the evolved wallbreakers, because their normal form even does too much for a 2 elixir card. I disagree with the elixir collector rework, because the problem is not in the pump itself, but in the duchess and the tank meta. I agree with the Evolved Firecracker HP reduction and the slow effect is a good idea, but the extra duration for both sparks means more unfair crown tower damage from 16 miles away, so no. I agree with the heavy troop knockback removal for the Evolved Battle Ram, but I also think the repetetive building charge is a broken concept, because 1) it does way too much damage, 2) very often the ram gets destroyed, after it has bounced back from the tower or building, which means that the barbarians are not on top of the building, which seems like a nerf, so this concept should entirely be removed, leaving the card with 3 things (killing swarms, knocking back normal troops and evolved barbarians). I agree with the HP reduction for the Evolved Valkarye, but the tornado effect needs have a bigger pulling strength, so that it can pull ranged troops directly onto her. I agree with the HP nerf for the Dagger Duchess, but I also think the damage needs to be nerfed to 144 from 153 and maybe make the daggers less or make the hit speed 0,4 or 0,5 instead of 0,35. All of the other balance changes are good. Here is my list for additional ballance changes. Cannoneer: Hit Speed: 2.4 > 2.3 secs (-4%) (kills 3 skeletons before they get to the tower)
Golden Knight: Hit Points +10%
Ice Wizard: Damage +15%
Princess: Damage +35% (barely doesn’t kill minions), crown tower damage stays the same
Witch: Damage +12%; spawns 3 additional skeletons upon death
Bomber: Damage +14%, Range 4.5 Tiles > 5 Tiles (+11%)
Inferno Tower: Damage (first stage) +84% (oneshots skeletons)
Zap: Stun Effect Duration 0,5 > 0.75 seconds (+50%)
Firecracker: Rocket Speed (same as a musketeer`s bullet, so that it doesn’t miss quick moving spirits, spear goblins and etc.);
Nerfs:
Evolution Recruits: Charge Distance: 1,5 > 2 Tiles
Ice Spirit: Freeze Duration 1.2 > 1.1 seconds (-9%); Range 2.5 > 2 Tiles (-20%)
Wall Breakers: Damage -5%
Tornado: Radius 5.5 > 5.0 Tiles (-9%)
Graveyard: Skeleton Spawn (Non-RNG)
Reworks:
Little Prince: Hit Points -2% (dies to fireball); First Stage Hit Speed: 1.09 secs > 1 sec (-9%); Second Stage Hit Speed: 0,72666 secs > 0.725 secs; Third Stage Hit Speed: 0.36333 secs > 0.45 secs (+24%)
Monk: 5 > 4 Elixir (-20%); Combo Damage Increase 200% > 50% (-75%); Ability 1 > 2 Elixir (+100%), Hit Points -8%
Archer Queen: Damage +11%; Ability Duration -17%
Wizard: 5 > 4 Elixir (-20%); Damage -20% (barely doesn’t kill minions)
Rascals: Rascal Boy Hit Points -10%; Damage +10%; Rascal Girls Hitpoints +16,5% (barely survive log, same hp as archers); Damage -25%
Minion Horde: Elixir 5 > 4 (-20%), Troop Count 6 > 5 (-17%)
Barbarian Hut: 6 > 4 Elixir (-33%); Barbarians Count per wave 3 > 2 (-33%); Hit Points -27% (the same hp as a furnace)
Cannon: Hit Points +9%; Hit Speed 0.9 > 1 second (+10%)
Cannon Cart: Hit Speed 1 > 0.9 seconds (-11%); Broken: Hit Speed 0.9 > 1 second (+10%)
Mirror: Elixir Increase 1 > 0; Level Increase +1 > Level Decrease -2 (suggestion)
And here is how to change the Clash Royale by fixing all existing issues and introducing new ideas: So as we all know Clash Royale has been in a very poor state the last couple of years, the main reasons are the update of losers, level 15, evolutions and supercell not listening to players’ feedback. With my solutions, Supercell would win more money, attract more players, have more balanced, interesting and new gameplay, be better for pay to win players, be much better for free to play players. The first biggest problem in the game are the level 15 conversion rates. The thing is that if you are almost maxed you play for 5 things: Elite Wild Cards, Legendaries, Champions, Tower Troops and Evolutions. Everything else is meaningless. In the game there are about 10 different sources for Elite Wild Cards, so that means whatever we play or do is mainly for Elite Wild Cards. However all of our work and effort is pointless, because the conversion rates for common, rare and epic cards are terrible. Currently Level 15 Commons are 10 times harder to obtain than Level 14 Commons, for Rares the number is 8 times and Epics - 12.5 times, which is just ridiculous. My suggestion is for all to be 5 times more difficult, because normally the gap between levels is 2 times bigger than the previous level, but here only wild cards are being used, which makes the method a lot easier and it’s the highest level, so it makes sense that it is higher than 2. So I suggest 5. That would mean 50k to 25k for a card, rares go from 5 EWC to 4, epics go from 20 to 25, legendaries and champions just become twice less and maintain the same value. Also common, rare and epic books go from 10k to 5k, because the total amount from 50k goes to 25k, so basically the value stays the same and the legendary goes from 10k to 15k and the book of books goes from 10k to 40k (calculated fairly, not random numbers), overflowing Evolution Shards go from 1k to 15k. Issue number two is Evolutions. They are too overpowered and not easily accessible to free to play players, so I would suggest a second evolution wild shard in the season shop, because also there are 2 evolution slots and there have been released 2 evolutions per month recently, which makes the f2p players not being able to keep up with all of the new things. Issue number 4 is new content. I suggest 1 new evolution each month, 3 new tower troops per year and 3 new cards per year including the champion. Maybe a cycle of: (January - tower troop, only evolution, new card, only evolution, tower troop, only evolution, new card, only evolution, tower troop, only evolution, November - Champion and December- only evolution) would be a good idea.
Problem number 5 is bringing back gems in the masteries.
Problem number 6 is bringing back royal wild chests to the free pass, magic coin and book of books in the payed passes.
Problem number 7 would be gold economy. So after the player maxes out the majority of his cards to level 14, then he would not need to spend gold on upgrades and his gold would slowly become useless and overflow, so I suggest putting old or entirely new tower skins in the shop for gold as well as all of the banners, so tickets would get removed. Also, the price for Elite Wild Cards should be 50k gold for 2500 EWC, because its logical that a tenth of progress for level 15 is 10 times less than the full cost and the full cost should be 5 times more than the one for level 14, so the full price would be 500k and 1 tenth is 50k. Also 2500 EWC is 1 tenth of 25k.
Problem number 8 is not making new star level skins. I think most cards could get a level 3 Star skin. All of the new cards have remained to only level one too, which is boring.
And the ninth topic is just an update idea. It’s a separate third tab for the clan, so clan chat, clan wars and this. The idea is that each member of the clan has 3 daily battles, with which they get points and contribute to the overall points of the clan. Players have the option to chose from normal battle, mega draft/triple draft/draft/mirror battle (for second slot) and the third is a new game mode, called triple ban draft, which is a normal triple draft, but before each pick, the players ban 1 of the 3 cards of the opponent, which leaves them with a choice of 2 cards to pick from. The clan plays for himself, not against other clans and all decks could be used. Based on the number of points that the clan has collected, all contributed players receive a certain amount of a currency (there is a cap, for example if the clan has collected more 50k points then they would not get more of this currency, because they have reached the cap), which they can use to buy 7 things from a shop. 1)Double requests (they receive 8 rares and 80 commons), 2) Double donation (they give 16 commons and 2 rares, get twice the xp and gold), 3) Double Max amount of cards for trade transactions, which means for example 250-500 commons for a trade, depending on the available cards of the trader. 4) Double the gold from wins and chests in Clan Wars 5) Double the cards from chests in Clan Wars 6) Boost for 1 card in 1 of the 4 decks in the clan war (could be purchased a couple times) 7) Possibility to repeat 1 card twice in the decks for Clan Wars. Disclaimer: all of the purchases last for 1 week and the currency is won at the end of each week.

2 Likes

cloned units level might be +2 will be good tbh

i read that all. based and objective comments(nearly every1) but u should add smth else too. Like LP(needs nerf or rework cuz this card just killed the one of based spell fireball and his ability can counter every and every win cond in his game is too much),Gob Barrel(After gobs first hit nerf gob barrel officaly died and new tower troops is supporting to killing this card more.), Spawners(Huts etc needs rework fr playing against build dpam decks was too funny years ago.),heal spirit(okay he can survive the bomber shot wow thats crazy! i dunno what dev team thought while adding 1 hp more(!). now make him radius more for balance.)

Things i dont agree:
-Archeer Q and musk both of them is balanced. Musketeer is the one of based concept card ranged high damage on one target is deal enough balanced. I can get what u think but archer queen is the card ability focused card so.

-another thing is Poison should get rework. Should get %1-5 dmg or crown dmg (probably crown dmg tbh) nerf and buff for the fully counter the graveyard(there is a lot of way to do that idk maybe graveyard skellys spawns shouldnt be random.dev team should think on this a bit more).

-anooooother thing is ur Monk comment. Monk is too strong for killing ranged cards like musketeer,lp,dart goblib,princess,bomber,mega minion and a lot of cards…
monk shouldnt be strong for the hp cuz he is the ability focused card and his ability is too strong enough.

Edit: also i wanna comment for rescuits and rg rework cuz goddamn i just got every thing that counters but still losing with high diffs. I wouldnt think hp nerfs deserved if i didnt play like hundred matchups with my rescuits main friend.
needed.

1 Like

Dagger Duchess NERF is NOT ENOUGH. A better nerf would be to either it’s damage or reload speed. Unnecessary NERF to mortar, I genuinely think the evo mortar was one of the more balanced evos. Same thing with the archers , firecracker and royal giant nerf. Just seems unnecessary. Also the fact that evo skellys keep getting nerfed is really annoying the fact that BARBARIANS on their own can KILL them is actually infuriating.

1 Like

who actually thought nerfing cannoneer was a good idea like genuinely. Cause if you play this game you’ll find that LITERALLY NO ONE USES CANNONEER. On what LOGIC are you nerfing this card. EVEN in top ladder and the april monthly finals no one used it or PT. DAGGER NERF IS NOT ENOUGH IT SHOULD BE A NERF TO DAMAGE OR RELOAD SPEED.

1 Like

Except for the wizard - compared with witch it is too strong. Maybe no nerf, but certainly no buff.

Thanks for your comment and support.

Yeah I also agree with some points in your comment. Spawners might need a rework. I did not include them because reworking them require much thinking and they could get too strong after the rework or buff.

Archer queen ability is strong, but after using the ability, musketeer does more damage overall to troops if left for long time. And she is cheaper and have longer range. Archer queen with ability cost 1 + 5 = 6

Musketeer is only 4 elixer.

:heart:

Maybe also nerf it to being able to hold only 7 daggers instead of 8, that actually changes a decent chunk of interactions and would overall be a good nerf

its a pretty good update overall, but in my opinion:

Valkyrie does NOT need a nerf. With the knight re-work she will just get MUCH worse. If the knight, that is much better than her, gets a REWORK, than why she gets a nerf? I think that if you are going to nerf her health you should buff a fraction of her hitspeed, to like, 1.5s → 1.35s.

Cannoneer also doesnt need a nerf. It will only make DD better. Just keep it as it is, or make the nerf a bit lower.

Knight rework is accceptable. But i think that if you are going to buff the damage reduction, simply remove all the stats buffs. Normal knight is already crazy, the evolved one having that 70% damage reduction will always be great doesnt matter what nerfs it gets

Mortar should just be left alone. Doesnt need a nerf at all.

Bomber nerf for me is just weird. I hate that russian skeleton, but making it 2 cycles for me is just pointless. What makes him good is that you always have it. For me, it should get a nerf like the evo zap. 2nd and 3rd bomb deals less damage. (+ Now if two bombs hit crown tower, only the damage of one is registered.)

Ice spirit rework idea:

  • 2 cycles → 1 cycle
  • Second ice blast damage: -25%
  • Third ice blast damage: -50%

Nerf poison crown tower damage by 15%
(if the firecracker and archers nerf go in) nerf arrows radius by 10%
Nerf little prince health by about 5% (Dies to fireball)

Just some random thing but please evolve the following:

  • Zappies (Are top 20 least used cards in top ladder)
  • Dart Goblin (Little prince exists)
  • Hunter. (Just kinda hard to make him get value sometimes, but a buff or rework would do the job too)
  • Wizard (If y’all insist to not rework or buff it, just evolve it damn.)

4-9-13-16-17-21

Dont nerf evo bats and evo bomber because they will be absolutely useless.
Please nerf evo battle ram and evo royale giant and evo wall breaker.
about tower troops i think they are ok now and every change may destroy them.
Thank you :pray:

The evo firecracker buffs are good. If any of the three buffs are removed plus the big nerf to HP, the evo firecracker will become very weak.

I think evo bomber nerf is necessary because it is broken right now. It is only one cycle, making it too OP. If you keep it at one cycle, the damage of the bombs should get nerfed.

Evo royal giant and bats doesn’t need a nerf because they are already considered one of the worst evolutions.

Battling ram nerf is enough in my opinion but wallbreakers need a nerf.