Balance Change Proposal – Making the Game Fresh and Exciting Again
I wanted to make the game more fun, and what better way to do that than by drastically changing most of the cards? My goal with this proposal is to refresh current interactions so that even players who have grown tired of the meta can experience new and exciting gameplay. Here’s a full list of my balance changes, with explanations where needed:
Card Changes:
Evo Lumberjack: Keep him in one or two cycles (doesn’t matter much to me—he’s boring as-is). He should be boostable by Rage again (duration buff). When attacking, he becomes visible to troops only, not towers. He doesn’t have HP like a normal troop, but can be removed by being hit a certain number of times (e.g., 10 hits). This adds interesting counterplay, especially with units like P.E.K.K.A.
Evo Dart Goblin: Increase HP so he survives Log and small spells, but still dies to Arrows. Reduce poison damage by 50% to balance his high DPS.
Duchess: Increase total daggers to 10 (from 8) or increase range to 7.8 or 8 (currently underwhelming for a Legendary, especially compared to the Chief).
Healer: Heal herself in enemy territory for 90 HP/sec. Reduce her healing to allies by 25%.
P.E.K.K.A (Normal): Should have long range.
Evo P.E.K.K.A: Medium range.
Evo Royal Recruits: Reduce HP by 6%, but increase damage by 5% (includes charge).
Evo Royal Giant: 15% damage reduction. Add a new slam attack every 2 seconds while walking, dealing splash damage (equal to a Skeleton’s HP) in a small area—no knockback. Slightly slows his walk.
Evo Firecracker: No longer slows troops.
Evo Wizard: Shield regenerates over time if not broken.
Mini P.E.K.K.A: 3% HP reduction so Sparky can kill it fully. A single 4-elixir melee troop shouldn’t survive a hit from Sparky.
Monk: Should cost 4 Elixir, or his ability should activate faster.
Little Prince: Range increased from 5.5 to 6.
Goblinstein: Should be able to kill Spear Goblins in one hit.
Ram Rider: Rune Giant effects should apply to the rider, not the ram.
Evo Goblin Giant: 2-second spawn speed. Nearby Goblins gain a small shield or healing buff while he’s alive.
Goblin Drill: Lifetime increased to 15 seconds.
Wall Breakers: 20% HP reduction, 15% damage increase.
Evo Valkyrie: One-cycle. Tornado effect duration reduced from 0.5 to 0.25 sec.
Elixir Golem: Gives only 3 Elixir to the opponent (instead of 4). Also gets a 25% damage reduction.
Mother Witch: 0.8 hit speed and 5% HP reduction. She should die to Log + Zap. Long attack time makes her weak vs. high-HP units.
Evo Skeletons: Spawn 2 skeletons. Hit speed reduced to 0.8 sec (normal Skeletons keep 1.0 sec).
Mega Knight: Jump damage reduced by 16%. Normal attack damage reduced by 5%. Hit speed set to 1.6 sec. (High toxicity needs fixing.)
Evo Mega Knight: Only the second hit causes knockback, not every hit. (Too spammable for such a strong effect.)
Balloon: Death damage reduced by 10%.
Zappies: 15% HP reduction. Either reduce cost to 3 Elixir or increase range from 4.5 to 5.
Evo Bats: 25% HP increase, but hit speed nerfed to 1.5 sec from 1.3.
Electro Giant: Hit speed buffed to 2.0 (from 2.1). Reflect damage increased by 7%.
Mighty Miner: Should target highest-HP enemy, not the weakest.
Lava Hound: 13% HP buff. (Yes, it’s controversial, but we need more fun and variety.)
Night Witch: 50% damage reduction. Gains range (6) and can only hit one target (no splash).
Electro Wizard: Range increased to 6, damage reduced by 15%. (He’s meant to stun, not burst damage.)
Bandit: Dash range reduced from 3.5–6 to 3–5. A 3-cost card shouldn’t dash across the map.
Royal Ghost: 10% damage reduction. Invisibility makes him hard to counter.
Miner: Range changed from medium to short. +2% tower damage.
The Log: +9% area damage.
Golem: Medium range instead of short. Hit speed from 2.5 to 2.7.
X-Bow: Hit speed increased to 0.5 sec. +2% damage.
Bowler: Range increased to 4.5. Projectile range reduced to 7 (from 7.5).
Prince: Charge damage reduced by 35% vs. troops and 50% vs. Princess Tower.
Witch: Summon speed increased to 7.4 sec.
Poison: 5% damage increase.
Freeze: 5-second duration. Radius 2. Cost increased to 5 Elixir.
Dark Prince: 5% HP reduction. Should kill skeletons if hitting 5+ targets.
Clone: Adds a 1-HP shield to all cloned units. Now costs 4 Elixir. Clones match original level (e.g., if original is level 14, so is the clone).
Goblin Barrel: 10% slower deployment speed (gives more time to react).
Goblin Curse: 5% increased damage per second.
Barbarian Hut: 40-second lifetime.
Rocket: Radius increased to 2.5, but damage (including tower damage) reduced by 25%.
Royal Hogs: Speed reduced from “very fast” to “fast.”
Goblin Demolisher: Range increased to 5.5.
Flying Machine: Speed changed from “fast” to “normal.”
Hog Rider: 15% damage reduction.
Bomb Tower: 10% damage reduction. Lifetime increased to 35 sec (from 30).
Evo Battle Ram: Pushback damage increased by 20%.
Fireball: Radius increased to 3. Tower damage reduced by 15%.
Goblin Cage: 25-second lifetime increase. Brawler spawns after 2.5 seconds and doesn’t deal immediate damage. (Still acts like a mini-P.E.K.K.A after.)
Musketeer: Range reduced to 5.
Earthquake: Duration reduced to 2 seconds.
Mega Minion: Hit speed reduced to 1.25.
Tombstone: 15% HP increase.
Heal Spirit: Lasts 3 seconds, but healing amount remains the same (e.g., 528 total HP at level 14).
Tesla: 15% damage reduction. (Too dominant with X-Bow.)
Cannon: Range increased to 5.
Minions: 10% HP increase.
Giant Snowball: 5% area damage increase.
Evo Giant Snowball: Slowdown effect lasts 5 seconds.
Ice Spirit: Freeze duration increased to 1.5 sec. 6% HP reduction.
Electro Spirit: Range 3. Chains to 6 targets.
Goblin Machine: Hit speed buffed to 1.1.
Rocket (again): Hit speed changed to 3 sec, damage buffed by 5%.
Golden Knight: Hit speed changed to 1.0.
Giant Skeleton: Hit speed set to 1.8.
Archer Queen: Ability cooldown increased to 30 sec. Range increased to 5.5. Damage reduced by 10%. (Feels overpowered compared to Little Prince.)
Elixir Collector: Production speed increased to 9 seconds. Cost increased to 7 Elixir.
Minion Horde: Now spawns 7 Minions (instead of 6) for more DPS without affecting counter strategies.
Fire Spirit: 5% damage reduction.