It’s completely unfair. Bomber has been a very balanced card and this nerf is going to completely kill it. This nerf changes many interactions and the reason “to stay consistent with vines” is insanely stupid. Killing a card just so vines can kill it is absolutely dumb. Bomber is going to plummet to awful usage rates, and drill is unplayable after these changes.
They can at least buff its range to compensate, but they decided to just straight up kill the card.
Yeah I think the addition of Vines as a whole was just really stupid in general. A 3 elixir spell that messes up the meta this badly should never have happened. I kinda hate the change too, but I don’t think it would make sense for a 2 elixir Bomber to survive a 3 elixir spell. A range buff would definitely help this card, but personally I don’t see it dying due to this change in particular.
It’s mainly used in drill and beatdown decks. Drill is going to be unusable now, so that already is bad for it. It’s going to be pretty weak as a whole because the health was what made it decent, now there are so many interaction changes and it gets much less value now. It needs either health or range, now it has neither. Killing it because of vines is truly bs. It doesn’t need to kill bomber. I’d even argue that vines got over-nerfed but that’s debatable.
Wall breakers didn’t get nerfed for this reason, why would they randomly nerf the bomber for this?
I want to share the most important card changes in my opinion which I ask for every season, I hope you add these card balance changes;
- Tornado kill spear goblins and nerf pull strength when many troops inside (or nerf other aspects). Even the few pro players who were using tornado most of them dropped it even though it was a necessity for their decks to function.
- Freeze same exactly samr situation as tornado mentioned with tornado. It need slight more damage to kill spear goblins. Especially now since the op vines replaced freeze. Vines will still be a better alternative to freeze next seasons based on what I saw and experienced in the community.
- Base Wizard and its evo need buff. It is not a good card at all. After Trying to use him in different decks and after long testing you will find he is top 5 weakest cards in the game, he lacks a lot value. The extremely few players use him only as counter the current meta cards.
- Cannoneer only has slight more dps than princess tower, he really is not great mostly, a slight buff is needed.
- Royale chef nerf is harsh, less hp need to be nerfed, and the main thing that should be nerfed instead is his pancake. For example, The pancake instead of buffing card stats by like 33%, it should be 25 or 20%. This will nerf the chefs broken aspect without making it unusable.
- Base pekka is weaker than what it should be. She is weak but she have many decks that involve many op cards that support her. That is why someone might think she is ok, but individualy she is weak. 6%hp she need.
- Ram rider sight range should be like hog rider. The ram gets pulled by buildings too far (similar giant), so she cannot breakthrough ever.
Thank you.
Nerf skeletons, why? This makes a lot of cards underpowered: Graveyard, Witch, Skeleton King and so on.
Apart from this, Evo Witch nerf really? Evo Witch is already underpowered compared to Executioner Evo for the same 5 elixir since the last nerf.
If this Vines nerf goes through, that’s disappointing because it won’t kill the Firecracker anymore. It looked good compared to arrows but now also with reduced freeze duration it becomes useless, apart from grounding air troops it won’t do much.
Where is recruits nerf and skeletons did not need that nerf. Also boss bandit does not need a nerf she is already 6 elixir and one more for ability and a spell will most likely come down with it so 9 elixir (depending on spell and ability) it’s pretty balanced
This has to be ragebait
in a recruits/bridgespam meta she prob will need a nerf, and thats the meta for next season
I had an idea for a Vine Spell Rework where ranged cards blocked by the vines can still attack but still unable to attack (So Melee cards will still be completely stunned) but then buff the duration from 2.5 Sec to 3 Sec
Genuinely don’t know why we’re nerfing 7 out of the 8 cards in drill cycle right now when it’s literally a beatdown meta. It’s justified that the cards drill is paired with is usually broken in other decks (bomber, berserker, skeles, cannon, vines, etc), but I think nerfing drill itself is too much. Why are we nerfing a not even top 5 win condition when things like graveyard and golem are rampaging the meta? Ik graveyard got an indirect nerf, but come on, SuperCell. No way drill is a bigger problem than graveyard RNG.
Missing Cards & Changes: Prince, Goblin Hut (we need spawn speed not HP, it’s still gonna be broken), Evo Furnace (the speed thing is NOT enough. The Evo spawn has to be toned down heavily since the initial nerf did nothing), Boss Bandit (HP nerf PLEASE), Evo Baby Dragon (still gonna be insane, the speed area needs to be reduced and go away instantly when the dragon dies or the speed % needs to go down), Guards (make them die to arrows instead of the hit time), Evo Witch (need to reduce heals more. this card is literally braindead and unkillable and can be in every single deck), Egolem (the blob speed or damage needs to be nerfed)
Buffs: Evo bomber (worst evo in the game, probably, maybe give back the double bounce with a damage reduction?), Bomb Tower (literally worst building along with inferno), cannon cart (give back the shield, he’s a dead card now after that “rework”),