The arrows and log nerf are not necessary they already don’t do much tower damage now every player will be forced to swap them out for poison fireball and maybe zap. They should have nerfed the arrows radius and evo firecracker which is what made it super strong. Firecracker is not very good in top ladder but it is stupid oppressive in midladder where players can’t really counter her well w/o having arrows in their deck. Logbait is also domineering midladder and topladder Supercell needs to fix their game and nerf bait cards not the spells that deal with those stupid bait cards.
good changes but I also think clone should get a rework
Not horrible but…
What’s already there
Arrows nerf is way too much, maybe a 0.25 tile radius nerd would be better instead of crown tower dmg.
Rage nerd is too much, maybe nerf to 1.5 seconds rather than 1.
Void needs to get single target damage buffed, and 2-4 targets nerfed
Nerfs
Missing some sort of nerf to Evo mk
Missing nerf to Evo dart goblin (max dmg cloud does way too much)
Missing nerf to goblinstein ability
Buffs
Missing a buff to pekka ( maybe small dmg buff so it one shots piggies)
Little Prince ability needs to be buffed since it’s ability is never used(0.5 tile dash range buff, 1 tile knockback buff)
Buff to barbarians, all barbarian cards are lackluster(-0.1 second attack speed)
Battle ram buff (+3% hp)
Buff to musketeer (-0.15 second first attack speed)
Buff to zappies (+0.5 tile range, +5% dmg)
Rocket rework (-15% crown tower dmg, +0.25 tile radius)
Buff to goblin machine( -0.1 second attack speed)
Buff to demolisher (+5% HP)
Buff to goblin curse (35% damage amplification rather than 20%)
Buff to suspicious bush( bush hp buff, so it can survive rage, zap, etc)
Evo Tesla buff (stuns for 0.75 rather than 0.5)
Huge wizard rework(-1 elixir, -25% damage)
Magic archer rework (100 crown tower dmg, 200 damage to troops)
Giant skeleton buff(bomb explodes after 0.5 seconds, 25% dmg buff)
Monk buff (+7% dmg)
Hopefully supercell considers some of these
Since the log and arrow got a big nerf, it means that the big ones will also be nerfed, like the fireball damage, because the mole and poison decks are kept in a strong place in the meta, and the 2.9 pigs deck is also very available.
Other card changes that are important (unpopular cards on top ladder):
-Freeze
can’t take out spear goblins and does less damage than snowball and rage, maybe give it a similar damage so it can be a more effective spell and since its usage is much lower than the popular spells like arrows, fireball, and log. There maybe some other better card choices if you want to freeze troops, for example, snowball, ice wizard, and ice spirit evo does the same job with less elixer.
-The regular Snowball
as well may need a buff to its base form so it can be a solid and distinct spell choice compared to other popular spells. The evo snowball buff might help increase snowball useage a little bit, but it might not be enough since the non evo snowball is not a better choice in a deck than for example log, arrows, or rage.
-And for wizard and evo wizard,
people have been asking for buff for it to compete with other high tier cards. Wizard gets taken out easily by other troops and by spells, and it is not good since he is an expensive 5 elixer card, he is so fragile. That might be why people use other cards like the cheaper firecracker which has longer range and a pushback. I think a considerable hp buff (maybe around 100 more hp or be in par with witch’s hp ) will solve the problem of both cards (wizard and its evo). Otherwise, a dps buff is fine but might not be the best option since wizard’s splash damage is already strong.
-Firecracker is popular but her pushback is too strong and need to be nerfed.
she keeps pushing back and damaging troops. Melee troops and even ranged units find it really hard to take her down. She is even stronger in cycle decks and when you do not have arrows. She can pushback so far that both towers can start damaging melee troops.
Clearly, whoever made these changes plays log bait. I think E Wizard makes sense, and the buffs to void, royal chef, and evo snowball are good, but the changes to arrows/log and cannon are actually atrocious. Firstly, they’re very unnecessary and don’t make much sense: Why would crown tower damage, of all things, be changed? Making arrows do less damage than zap is ridiculous. Now it’s harder to wipe off low-health towers with arrows, which is highly unnecessary though minor, and log bait is buffed, which makes no sense whatsoever. The nerf to cannon is totally ridiculous. There is absolutely no reason for it to be nerfed as it was viable but balanced and solid in defense, and now it will be weak. Half of these changes are simply unnecessary, don’t make sense, and buff log bait, which is already OP.
Having an explanation along the raw numbers would help a lot. E.g., “data shows that these spells are used to chip away at towers in a majority of games and we would like to restrict that to larger spells”.
We can only speculate on the reasons, the expected impact and the consistency of the change otherwise.
If spells are getting tower damage nerf. I think all of them should. Poison, EQ, fireball, etc
I don’t get the change to the cannon. Yes, it’s currently the strongest defensive building by far, and I don’t see it changing with that.
If anything, this would make it more difficult to defend a hog rider / ram rider (already above average win conditions).
Would this change impact the cannon cart as well, does anyone know?
Arrows and The Log need more of a radius nerf than tower dmg nerf which is too big (just look at some other spells doing more dmg to towers than those, it feels weird)
I like the try to make Void card more useful but could get some more direct buff.
I think 50% shorter rage duration might kill lumberjack and lumberjack evo I think 25% would be better or some adjustments to lumberjack but I understand a nerf should be done towards that card for sure.
It’s kinda sad that other than Void and evo Snowball, lower % usage cards weren’t touched at all.
The 2 building cards with the least amount of love - Barbarian and Goblin Hut need reworks which reduce their cost, maybe spawn less troops. I think only option to save them is to make them more useful as buildings which are deployed to defend and with those high costs for low value from them its not a good defensive option
“Long” and “medium” range texts are irrelevant when the actual values are set internally. They can keep PEKKA’s range at medium and still buff the range to 1.4 so it’s not a completely useless card. The problem is not damage or HP, the card needs to have a melee edge over other troops to not be completely obsolete; it’s already slow, single target and with a big sight range, so any monkey can deal with it with minimum effort. Buff the range or the card remains trash.
These balance changes seems fine but also a few card needs buff. These are:
*Dark Prince’s damage needs buff from 248 to 256 (in level 11)
*Witch’s damage needs buff from 134 to 145 (in level 11)
*Bomb Tower’s damage needs buff from 222 to 225, death damage needs buff from 222 to 450 (in level 11) and deploy time needs buff from 3 second to 2 second
*Tesla Evolution’s pulse stun duration needs buff from 0.5 second to 1 second and pulse damage needs buff from 148 to 192 (in level 11)
Other cards I’d change:
Nerf:
Evo- E dragon
Evo- dart goblin
firecracker
inferno dragon (his combo with the rune giant)
Buff:
Evo- royale giant
minion horde
mirror
I feel like arrows nerf is a bit too much, i mean arrows had its tower damage nerfed not long time ago and that much tower damage reduction feels a bit unnecesary right now. I would agree that nerfing the radius for both arrows and the log a bit could be a better option, but it would require a nerf to some of the cards that make these spells a necessity to have in your deck. For example, a nerf to Firecracker’s knockback would justify nerfing the range of the arrows, leading to both of the cards dissapearence from the meta for a while. Both of them had a long time to shine and nerfing both of them would create some space for other cards (and maybe other archetypes than logbait) to be decent options for a while.
Nerfs needed:
Royale recruits (or evo too)
evo dart goblin
lumberjack as being done
evo mk - way too dominant
Buffs needed:
evo tesla - meta is defence and its useless now
dark prince charge speed
royale giant - hitpoint increase
heal spirit - more healing maybe
electro spirit - more damage or quicker chain time
executioner - faster attack speed
Wow, I didn’t see the log/arrow Nerf coming. It will be interesting to see how it affects gameplay, especially on small spell-only decks, which greatly accumulate damage on towers throughout the game… Especially in comparison to fireball tower damage.
Why are arrows and log getting a nerf to tower damage? Arrows already got a nerf to tower damage before, and now arrows and log does much less tower damage than other small spells like rage, zap, snowball, and EVEN THE GOBLIN CURSE! Plus arrows is a medium spell as well. Supercell cancel these nerfs, they are so unnecessary, in ranked arrows has a 51% win rate while log has 50% which means these two cards are balanced.
Dagger Duchess needs a serious buff. She can’t handle big pushes which needs to be worked on. Legendary cards should be special.
I hope they bring back monthly balance changes or bi-monthly.
Evo electro dragon definitely needs a nerf. Especially with tornado, the chain and damage is just too much and can easily stop massive pushes. Plus it has a 52% win rate in ranked. However, I don’t think evo dart goblin and goblinstein needs another nerf since they only have a 50% win rate in ranked, and there’s a reason that leads to the balanced win rate. Players can just log the evo dart goblin which results in a positive trade, but I can see your point that log usage rates are going to go down a lot if the log tower damage nerf is actually used, so the dart goblin could potentially be good. Goblinstein’s ability might be a bit busted but the hp of the monster and doctor is pretty low, the latter of which dies to poison, so personally I think goblinstein is balanced.
Let me know if this feedback helps!