Work-in-progress Balance Changes, Season 69 (March 2025)


This is a companion discussion topic for the original entry at https://royaleapi.com/blog/season-69-balance-wip-march-2025
1 Like

In the case of the strength of the Evolved Cannon, is it reasonable to weaken the Evolved Cannon instead of weakening its ontology? There are no buildings to use now, and if you really have to weaken the cannon itself, then I want you to strengthen other buildings

the arrow and log nerf are too much,-30% each spell is perfectly fine imo

4 Likes

The arrows and log might be a little over the edge still kinda deserved? One more thing is the evo megaknight should be a little nerfed and the evo cannon nerf doesn’t kill goblins what? It’s going to be terrible now i think :person_shrugging:

4 Likes

All spells should get a reduction to crown tower damage, not just log and arrows, besides, it’s not like they’re OP, it’s just that there’s nothing that can replace them

5 Likes

By completing these polls or commenting, you’ll be participating in a giveaway for 1 Diamond Pass Royale. More details available at the end of this post.

The Work In Progress (WIP) changes for March 2025 have arrived. For now, 9 cards have been picked to receive buffs and nerfs, but the final list may be different. The results of these polls will be sent to Supercell and will be taken into account for the final list of changes.

Let’s begin!

1/9 - Arrows nerf:
Nerf to the Tower Damage: from 93 to 39 Hit Points (-58%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

2/9 - The Log nerf:
Nerf to the Tower Damage: from 58 to 29 Hit Points (-50%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

3/9 - Cannon nerf:
Nerf to the Damage: from 212 to 199 Hit Points (-6%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

4/9 - Rage nerf:
Nerf to the Effect Duration: from 2.0 to 1.0 Seconds (-50%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

5/9 - Electro Wizard buff:
Buff to the Damage: from 110 to 116 Hit Points (+5%)
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

6/9 - Evolved Giant Snowball buff:
Buff to the Slowdown Duration: from 3.0 to 4.0 Seconds (+33%)
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

7/9 - Royal Chef buff:
Buff to the Max Cook Frequency: from 1/24 to 1/21 Pancakes / Second (+14%)
Buff to the Min Cook Frequency: from 1/40 to 1/35 Pancakes / Second (+14%)
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

8/9 - Princess bugfix:
Nerf to the Deploy Time: from 1.0 to 1.2 Seconds (+20%)
Buff to the First Hit Time: from 0.5 to 0.3 Seconds (-40%)
  • Not enough
  • Great bugfix
  • Too much
  • Unnecessary
0 voters

9/9 - Void rework:
Rework to the Hit Speed: from 0.8 to 1.0 Hits / Second (+30%)
  • Not enough
  • Great rework
  • Too much
  • Unnecessary
0 voters

Lastly, pick your 3 favourites!

  • 1 - Arrows nerf:
    Nerf to the Tower Damage: from 93 to 39 Hit Points (-58%)
  • 2 - The Log nerf:
    Nerf to the Tower Damage: from 58 to 29 Hit Points (-50%)
  • 3 - Cannon nerf:
    Nerf to the Damage: from 212 to 199 Hit Points (-6%)
  • 4 - Rage nerf:
    Nerf to the Effect Duration: from 2.0 to 1.0 Seconds (-50%)
  • 5 - Electro Wizard buff:
    Buff to the Damage: from 110 to 116 Hit Points (+5%)
  • 6 - Evolved Giant Snowball buff:
    Buff to the Slowdown Duration: from 3.0 to 4.0 Seconds (+33%)
  • 7 - Royal Chef buff:
    Buff to the Cook Frequency: from 0.042 to 0.048 Pancakes / Second (+14%)
    Buff to the Cook Frequency: from 0.025 to 0.029 Pancakes / Second (+14%)
  • 8 - Princess bugfix:
    Nerf to the Deploy Time: from 1.0 to 1.2 Seconds (+20%)
    Buff to the First Hit Time: from 0.5 to 0.3 Seconds (-40%)
  • 9 - Void rework:
    Rework to the Hit Speed: from 1/1.3 to 1/1.0 Hits / Second (+30%)
0 voters

Thanks for participating! Remember that if you’d like to see a different balance approach for some cards, or even balance for cards that aren’t listed here, you can write a comment below with the details and reasoning of your suggestion.

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Great balance changes, arrows and log might be a little too much. Some cards needs help for years like barbs, heal spirit, rascals. Very nice to see some love for e wiz !

1 Like

I think the arrows an log nerf isn’t that much necessary because who depend on them to atk crown towers ! You can nerf them but not that much…and the rage time must be 1.5 sec instead of 1 thanks :pray:t2::heart:

1 Like

I definitely think the arrows and log nerfs are required and the amount you have nerfed them is also good. To be honest, I still expect them to be played by most of the community.

Log because it counters cards like princess, goblins, gob gang, resets almost any card. Most people don’t play it cause of its tower damage but rather cause of these, the tower damage is just an additional advantage.

Arrows as well it counters so many baity things and has a large radius. This nerf lets it kill the same troops but reduces spell cycling on opponent towers which is a great change for the game.

With these changes we might see more diversity with the spells like maybe some void, evo snowball will be back, we might also see some more fireball usage. Great changes. Definitely keep them in the final changes.

1 Like

Yeah that makes sense…but what about rage spell? No one will use it then …:man_shrugging:t2:

The duration of the rage spell is 5.5s. What this nerf changes is the troop will only stay raged for 1s after it is out of the rage instead of the previous 2s

The reason behind the nerf of the rage spell is evo lumberjack. It stays alive for a long time after the rage ends and that is being reduced by it.

1 Like

New set of balance changes just dropped, alright…

Arrows + Log have remained as two of the most consistent spells for a while now, and while I do understand why the changes, 58% and 50% respectively feels like just a tad too much. Hell, 40% is pushing it but would’ve made more sense. I don’t see arrows going away any time soon as it helps keep a lot of other good cards in check, the Log however might suffer slightly due to Log cycling being somewhat common.

Cannon damage nerf… crazy, but justified. Cannon has similarly been in a really good spot for a while, so it’ll be interesting to see how this plays out.

Rage duration… why?? Yes, after giving it damage upon being cast it became one of the strongest cards in the game, however a 1 second duration is next to useless. Surprised no one’s talking about this. If anything, maybe reduce the speed at which troops move under the effect, as you’re not benefitting much from a 1 second boost (keep in mind it’s radius is also quite small). It’s pretty obvious SC is trying to get people to use evo Giant Snowball more, but this isn’t the way. The evolution is just… bad, when compared to other evolutions, thus making it a waste of an evo slot. Speaking of which…

Evo Giant Snowball buff is a nice thought, however in practice it still can’t compete with other evolutions. If anything, the card should freeze troops rather than slow them down (of course the duration of this freeze wouldn’t last nearly as long, maybe 1.5-2 seconds), however as it is right now it’s still incredibly underwhelming. Similarly, E-wiz needs a bit more help, a slight damage nerf isn’t gonna cut it.

Chef, Princess and Void actually got some decent changes, will be interesting to see how these last three play out. :+1: There’s still plenty of cards that could use buffs/reworks, but guess we’ll have to wait and see over time.

1 Like

Oh thanks :pray:t2:i didn’t understand it at first …so it’s fine then and important because evo lumber is really broken :skull:

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.

5 Likes

I like your thought process, I think you meant e-wiz buff btw. However, I think the e-wiz buff will be a little too much tho, as it already got a buff back in august. Plus it has a 50% win rate in ranked which I think is pretty balanced, considering its not an evolution (evolution cards often have a higher win rate). Maybe like a 2-3% buff or just cancel the e-wiz buff would be good. Plus when you talked about the arrows and log nerf, have you thought about the other small spells that will do much more tower damage than arrows and log? Personally I think the tower damage nerfs are unnecessary.

Hope my feedback helped!

I agree. Supercell should just remove these nerfs or nerf the tower damage of other small spells.

My bad, E-wiz nerf was indeed a typo. Honestly I’m not quite sure how approaching E-wiz could go well without making it too strong, and while it has a pretty consistent WR in ranked, it’s rarely used in both ranked and others (in UC for example it only has a 6% usage rate, compared to top troops that have more than double). I simply don’t think damage is the way to go if I’m being honest (though then again just look at the base wizard).

As for log and arrows, I believe it’s more a case of making other spells relevant (especially Giant Snowball, as this is the second update in a row it’s getting buffed). Spells as a whole should not be used as win conditions, however these two in particular have stayed pretty consistent for a while now, in part due to how easy they are to get value from against other troops across all game modes, usually making part of the top 10 most used cards across several seasons. With Rage getting hard nerfed in this update, I wouldn’t be surprised if EQ of all things started creeping up again, as it’s been a strong choice for a while but not nearly as much as all the others, so it’ll be interesting to see how this plays out in the upcoming weeks.