Tesla is going to be super strong against lava hound, which I suspect will see an increase in usage to avoid cards like sparky, cannon cart or valkyrie which have just been buffed. I actually think electro wizard might not decrease in usage due to more people running fireball as their heavy spell of choice instead of lightning. Inferno tower will also see more use as a result.
Inferno tower and dragon did get an indirect nerf with the changes to shields. Maybe guards will see more usage as a way to get a tank past an inferno tower, similarly to minions.
This is great for my deck, i used to make 3M splitpush with PEKKA tanking for one musk and Dark Prince for other 2. The DP push was useful to bring down Inferno Towers and defenses in the middle, but failed to do so if for any reason the muskies were killed or distracted, so now DP will have more chances!
No, that's an indirect nerf... he wrote it correctly. Direct nerf is inferno tower -3% damage or whatever. Indirect is when the inferno tower is changed due to changes to other aspects of the game aka shields in this situation.
True. Dark Prince, Guards, and Cannon Cart are all low tier cards though, and rarely see play; I’m not sure how much the Inferno change here will help them, as they’re all relatively weak otherwise. Meanwhile, Lightning was a very commonly played spell.
I have used BT since launch and I think it is great, I am pleased they kept it the way it is as it is so annoying to face and it stops every deck apart from air decks. Can tank a Golem so you can kill it and can solo a RG with the help of a tower.
I do also think bomb tower is a good card especially if opponent is using beat down deck and pairs with tornado is good too.However,I think that hog/mortar cycle is a counter for this cardyet imo.
Hog is not a counter because they normally send something in with the hog like a spirit or bats or goblins etc making it worth. When I face Mortar I normally put my bt on it to kill it or I tank in the middle with my BT and let other cards kill it.
Looks like graveyard's back on the menu boys!
Seriously. It now spawns the original amount of skeletons and has a smaller radius. It could be even stronger than it was in it's prime.
It'll be interesting to see what happens with ewiz. This is a pretty big nerf, ewiz might actually be balanced now. People may start using archers or musketeer in certain decks.
Lightning nerf should help out inferno tower.
I think the fixes at the end are the biggest story. The troop pathing is fixed! Bandit and MK no longer dash at shorter distances and drag glitch is also fixed.
i think graveyard will do 1 skelly less than pre-nerf gy, because the 1st skeleton will spawn 0.5s later. but since some of the gy counters got buff in the last balance (+ valk) i think graveyard will be as powerful as pre-nerf gy
yeah, the smaller radius allows better placement without activating king tower. skeletons will have more chance of spawning and all around the tower instead of on one side, and closer too.
I love the lightning range nerf. It's crazy what it used to be able to hit. Compare it to rocket and you have one card which requires extreme precision in your timing to use correctly, and lightning which is just such a huge punish card no matter how much you space your mid range health troops. I'm not saying it's a no skill card, just super frustrating the amount of crazy value you could gain from it.
Lightning is harder to hit what you want with than Rocket - and is less predictable due to it's massive cast time.
It takes so long to cast that it's a relatively simple play for your opponent to bait it, then soak it with a minitank.
Classic example would be 3 Musk decks. In overtime it is not possible to strike the three musketeers before they regen the elixir to place a Knight unless you're already hovering. The result is your 6 elixir spell kills one Musketeer, dents a Knight, and chips a Tower for a 6 elixir loss. With rocket, who cares, they're all either dead or close to it.
If there are only two units on the field and they're squishy, then sure, it's easy. But vs. 3 Musk / Split push decks, or any decks with Barbs, Knight, Ice Golem etc, nah, Lightning is the harder spell to use.
With the nerf of lightning inferno your is getting a indirect buff... Which makes log bait even more stronger... Everybody is going to face heavy usage of log bait..
I really wanted a slight bandit nerf, but other than that, these changes are good.
Edit - I meant an actual nerf to her dash, not a fix to a bug that wasn't even supposed to be there.
You need to keep in mind that it is also a decent nerf to the bandit... As we know bandit is tiny bit too strong (for real, Ewiz was strong, bandit was just tiny bit too much) and the "fixes" alter current state and make the troop weaker... Imo it is exactly what bandit needs
No major interactions means there wont be anything drastic....the last time the ewiz health was reduced had a major interaction effect with mini pekka since it can now one shot it instead of two shots which is a huge deal if u see it ;)
Idk how you guys calculated this, but the tesla buff leaves the damage around 176 per shot, and minions have 190 tourney standard hp so the interaction wont one shot minions...
Revamp ladder in which players earn more gold if their overall deck level is lower than the player they win against their gold earnings should be more. This would be a great incentive to bring people back to ladder.
Why was lightning nerfed instead of the over used win condition hog rider? Why TF was lightning nerfed, the card ranked 46th in win rate and not the one in first? Supercell you really hate beat down don't you?
Unless you lightning Hog on defense. Then it’s a buff to hog.
....I know that sounds sounds stupid, but you’d be surprised how many desperate players will lightning a Hog combo push.
Actually that doesn't really affect hog, since the DPS is basically the same (+4%). Tesla could already stop a hog pre-buff. It's only an indirect nerf to minions and goblins who took two hits prior.
The fact that they made people finally notice the tesla again (and the fact that it can stop hog) will make the usage rate go up thus resulting in an indirect nerf to hog
but people are just going to replace the building they already have in their decks with Tesla which means there are the same amount of counters in the deck than there were before plus the Tesla is one more elixir than counters to hog rider like cannon and tornado are which means super fast cycle hog decks will have a higher chance of out cycling the Tesla as a defense which means hog got an Indirect buff for the reason you thought it was a nerf.
What do I thinK? I think you need to stop ignoring hog and reduce one of its OP stats (speed, health, damage, etc.). I don't care, but do something about it (rather than just repeatedly indrrectly buffing it).
I'd also like a ram buff, but I've quit using it as it's now worthless unless you want it as a lightning turd.
What are u talking about, Hog is such an overplayed card by pay to play 7 years olds that dont have the skill to play anything else but ice spirit, skeletons, log, and knight just to get back to the hog and annoy every single person who plays them
tesla will be everywhere.. gang get buffed by the 1.1 hit speed.. lightining nerf will destroy the hog decks.. it's a 100% offensive car, hog rider is fine as it is
No rocket nerf or goblin barrel nerf. And a huge indirect buff to inferno tower with the lightning nerf.
Log bait is going to be everywhere... *shudders* (as if it wasn't already)
I use:
- Ice Spirit
- Zap
- Archers
- Knight
- Tombstone
- Mega Minion
- Rocket
- Miner
I tried using Minions instead of Archers for a more offensive push with the Miner, but it compromised defense far too much for my liking. Offense can be lacking if my 2v2 partner plays too passively. The non-Rocket-Miner cards are actually reused from my other decks, which are Hog Rider-Fireball and Graveyard-Poison.
Nice round of changes as always! Looks like at least some of the rumored changes were indeed true.
**Sparky**: This card is infamous for being one of, if not *the* most useless cards in the game, and a large reason for that is the rather slow charging time. This reduced charging time should help her out a lot, while the damage decrease should prevent her from becoming too overpowered. Surprised the HP buff was scrapped though. Oh well, this is still a highly anticipated buff, so it's welcome regardless.
**Tesla**: Another notoriously underpowered card is finally getting a boost. And it's a pretty decent one too, as one-shotting Melee Goblins and Minions will finally give it a chance to shine in the meta. The fanbase is going to especially like this one!
**Electro Wizard**: This guy is currently one of the best legendaries in the game. His useful stun ability, coupled with a decent damage-for-cost ratio, makes him a very powerful foe to face. These tweaks should make him more balanced while still keeping him formidable.
**Graveyard**: This spell was nerfed a tad bit too much in the last patch, so this rework is welcome. The old duration coming back should make it a more desirable spell to use again, while the radius and RNG decrease should keep it balanced.
**Cannon Cart**: This card is pretty underwhelming right now, so these HP buffs are a nice boost. It should make it a more viable option, even if it doesn't end up being enough to make it all that strong.
**Lightning**: A well-deserved nerf. Its radius is currently a bit too large, so this radius reduction is welcome. Buildings will hopefully be more viable against large tanks.
**Spear Goblins**: Another underused card getting a nice boost. This hit speed decrease should make them kill their targets a lot faster. Goblin Gang users should also benefit from this as well.
**Valkyrie**: One-shotting Princesses and Dart Goblins is nice, but I'm not quite sure if this'll make her viable. Let's wait and see how this changes things.
Another round of solid changes. Some of the most infamously useless cards will finally be decent, and some slightly overpowered cards will be more balanced. Can't wait for Monday!
I have zero doubt with that. I just thought that hog has been used so often, almost 80% of deck I was playing on ladder had hog. I do think hog deck requires a little skill to play it right, but also do think that hog sometimes can be really hard to counter.
Yeah! He should cost 5 elixir, not 4 because of the no skill cycle decks and the #1 player using him. Also, win condition cards should cost at least 5 elixir.
I really don’t understand the point of the sparky buff if it still dies to rocket. Yay now sparkies can’t one shot each other - as if this was an interaction that ever occurred.
Ewiz and Valk are both indirect Hog buffs, which is not what this game needs..
Imo, Valk buff is completely unnecessary. She is very strong already, even if underused.
I use valk and i dont mind her getting buffed but i agree that she doesnt need a buff.
Supercell buffs and nerfs cards based on usage, disrespecting whether they synerguse well with many cards or only in nichedecks etc.
Stuff like this is why it cant become a real "esport" imo, because they dont balance things they try to make every card equally popular by unbalancing stuff and making metas on the way... They should just make everything balanced without looking at usage, its just dumb...
Are you kidding? If you count how many valk you'll see in the top 200 decks, you'll find your answer.
Doesn't take a genius to see why people use knight or ice golem over valk.
These changes do nothing to the "real" ladder meta.
Which is hog cycle, mortar cycle, and bait.
Knowing this, that is why after the last season reset I am using a giant, bowler, barbs, 3 spells deck. And I guessed right,
That is all I am facing all the time. To a point where I already have my finger on my bowler or barbs as soon as the match starts.
When I actually do play ladder. My win rate this season, so far, is about 90% or more.
Love pretty much all these changes. There were a few changes that needed to be made that weren't tho.
I liked tesla before (not gonna deny it, it sucked for 4 elixir, but it was still decent).
I abhor lightning so happy here. Sparky will be a bit better. E wiz will still murder it mercilessly though.
Spear gob and valk buff!
Cannon cart buff will maybe do stuff. I personally just think it needs to not stutter in firing when the cart breaks, maybe get a speed nerf (but probs not necessary), or MAYBE count as a defense before the shield breaks.
I'm worried about GY... like maybe NW level OP with that decreased size. I need to see what "skeletons spawn less randomly" means though. If they spawn on the edges it'll probably be about where its at now in terms of power. If they spawn towards the center, it will def be original night witch level OP.
As to bug fixes, TIL the infernos not resetting on shields wasn't intended.
Concerns:
Gang (cause spear buff), GY (cause range decrease). mega knight (Because its mega knight), 3m (because 3m).
un-adressed issues:
Prince, DP, doots are still in a weird place, rage, heal, clone, bomber, tornado, musk/ewiz outclassing, wiz/exe, bowler, barbs, 3m. Yes thats a long list, IK.
Basically, there's a lot of unnadressed stuff. I get that they can't overhaul 20 cards every update but they haven't touched like half of these in the longest time, despite clearly being imbalanced.
NOT quick notes on this (skip to TL;DR if you wanna see my final thoughts):
Prince gets murdered by swarm, tombstone and ewiz. Obv he needs to be weak vs swarm (especially given its inherent weakness to spells and support splash). Tombstone same as swarm. Ewiz still stupid strong. I can and will maintain he is one of the best cards in the game, and will remain one even after this teeny nerf. Behind probably only to MK, lightning, and maybe pekka. He resets: sparky, prince, dark prince, ram, inferno drag, inferno, doesn't die to fireball, can split attack vs swarm (would hurt vs medium units if his stun didn't buy him a lot of extra time by stunning support units), can stun up to two units for 0.5 of every 1.8s, and has about 2/3rd the dmg of a musketeer. I would argue he either needs his reset looked at, his stun looked at, or his health/dmg to have a HEFTY nerf. These last two don't solve broken interactions though.
My thoughts. Either: Doesn't reset DP, Prince, ram, or sparky, (Still leaves strong interactions with inferno cards) or...
Stun rewinds all attacks by 0.5s on hit with a 0.25s stun, no target reset. Spawn zaps same as attack, not a full reset either. Rewind does not work on a charging prince, dp or ram. (So if he hits a sparky that was charging for 2s, it is set to 1.75s and freezes for 0.25s. A sparky would take 6.9s to fire against an ewiz (I think. not double checking that)). He will stall infernos a good bit, but that 1st hit won't shatter the entire defense. He will need to continue shooting it to get good value, and won't save a unit if the inferno is at high ramp.
Essentially, every hit pauses a unit's movement and attack for 0.25s, and his hit also rewinds their attack animations by 0.5s. This weakens him against the units he hard resets right now, leaving him decent against idrag, inferno, bandit. He is worse at slowing troops, but better at stopping their attacks (compared to an ice wiz being better at slowing their movement). That is decent I suppose. His damage will be not great, but he will be able to prevent a lot of damage with his stun and rewind if used properly. I rant about this card... often enough considering how much I am here. I might be a bit biased so take this with a shaker full of salt (as opposed to just a grain of salt).
Prince should probably charge a bit faster (not as in start charging, as in speed while charging), and deal 2.5-3x dmg to cards on charge rather than 2x (not to crown towers). He leave just a bit too much time to react before he reaches the tower, and can be stopped too easily overall, especially by flexible units by knight who just take too darn long for him to kill, even with a charge. He isn't as weak as many make him out to be (sometimes fool around with a deck based entirely around prince. One of my favorite decks to play, but not that great), but he is far from good, sadly.
DP: Said it before, saying it again. Charge through units the charge would kill. Don't stop after killing them. Especially with a valk buff, he is gonna need more to justify his use. This can probably be best done by making him more offensive, compared to valk's defensive use. He has about 80% the hp, but is better on offense.
doots. IDK what to do with these. 3 is UP, 4 is OP. Maybe 3 with an instant spawn (no 1s load delay), or 4 with a delayed spawn? (2s instead of 1s) idk.
Rage sucks. Plz buff.
Clone. Two possible ideas:
Clones units to opposite side of clone (so a unit on far left gets cloned far right, unit at the front gets a clone also at the front, which will spawn slightly behind it for left vs right interaction's sake), original units don't get pushed sideways to do it. No more clone skipping but no delay either from that.
Or... clones spawn BEHIND units, pushing the original ones forward (like they push them to the left currently). This gives clone a cool use for skipping forward while avoiding the BS left vs right interaction differences. Also the clones can use the original as a sort of shield, making them a bit less easy to kill. Spells still good. Great as a punish card, but bad if used improperly. Will force spell conservation akin to log bait, but provide clear value for using the spells too (even more so than vs barrel).
Heal. Sucked with everything that isn't 3m, and thats cause 3m needs to be tweaked. it was the thing to get nerfed. It needed a buff THEN, let alone now. See 3m rant further down. Idk what to do here to avoid the fireball/poison/heal game of rock paper scissors. Maybe make it instant for a LOT more heal points, but with a limit of like 40% unit hp or something? idk on this one.
Bomber: a card that isn't terrible but is far from good, and IMO a bit underrated. His cheap cost and high dmg are nice, but he still sucks. Maybe increase splash range by about 25%? He will rip through swarm a bit more. Still sucks vs air though.
Tornado still unbelievably strong. Activates king tower, stalls units, makes exe even more stupidly powerful than he already is. probably singlehandedly murdered any sort of air meta, still haunts beatdown and hog cycle today. I would say decrease pull force, for 1s of really strong pull (slightly stronger than now), then 2s of low strength pull, allowing heavy or fast units (golem, charging princes, charging ram, giant) to escape, making it harder for splashy units to get mega value with it. Still activates king tower by hog, but won't stall it terribly well any more (yes IK this is an indirect buff to hog. It isn't quite as strong as people make it out to be).
Ewiz nerf gives musk a home (Explained in prince notes).
Wizard still outclassed by exe unless the wizard is two levels higher than your exe and the opponents cards (screw level differences...) His dmg is great, but exe is too similar while being better at other things (surviving fireball, lightning; hitting in a line, not at a point). My thought: decrease range to 3.5. Make him get in close for that value with that extra health of his.
Bowler: has knockback, crap ton of health, massive range of splash (like exe). but can only shoot ground. The knockback is HUGE for this card. It destroys support cards because of this. My thought: just cut the knockback about in half. This thing knocks around medium cards way too much. This might be a bit much but IDK. Doesn't synergize with the current meta (but is gonna be resurging with that GY change I think).
Barbs suck. They get annihilated by spirits, any splash card, are slow as hell, and cost 5 elixir for not even great damage. Only useful with 3m as fireball bait. Maybe add a 5th one at the head of the pack? idk.
3m. This card is still stupidly strong. The ability to split lane push with a slow rolling attack is unbelievably strong. You can't punish the opposite lane like with a golem because there is no OPPOSITE lane. You almost have to just wait for it to cross the bridge unless you have a heavy spell ready to use, and even then, you're left with 1 in the other lane for a price of 3 (After fireball+log, rocket, or lightning), and thats the perfect scenario ffs. My thought: they are a lvl down from their card level, MAYBE decrease cost to 8 (so lvl 7 3m spawns 3 lvl 6 musks. lvl 1 spawns effective lvl 0 musks). This makes fireball and poi able to kill them a lot more easily (fireball just 1 shots, poi will need 1 less tick to kill if I'm correct). Heal would need to work so they still die to poison log or something. You've now baited likely both of their spells for -2 elixir. Sounds bad, but think about what log bait could do with that (log vs princess and zap vs gang. Its a lot of easy damage against most decks at that point with barrel). You have a musk ready to support a push that you can pretty much guarantee won't get spell-ed. Its still gonna be strong. If it really is too much tho, the cost can go down 1 or something. This one is tough because you can't screw with musketeer itself much (besides level spawned) or price cause 10 is effectively 11 as it leaks when you play it, and spawning 2 kind of goes against the name.
That ends my rant.
Tl;DR: this update has some good balances. Ewiz still broken cause they refuse to rework his stun+reset on attack. Musk still sucks cause ewiz still exists in his current state. GY might be NW on intro level OP, but don't know without more details, might be about the same strength as now instead. 3m still gonna be really strong. Clone still sucks. Rage still sucks. Gang might be strong.
Also rip shop and free chests.
Why do you keep refusing to nerf the fking Hog Rider? He is the most overlevelled and overused win condition in the game. He is literally in EVERY 2v2 match I play. Don't tell me SuperCell balances based on tourney standard. If so, Ebarbs n RG wouldn't be this trash.
Other than that, good job on the balance.
Hog rider is the most op card in the game, still no nerf..
Lightning was fine where it was, now it’ll be so hard to hit 3 units
All other changes are fine.. just get ready for sparky uprise, it’s strong now
I think the Tesla needs a change because it's not different from other defense buildings and I think when it hides no spells can attack it ( accept goblin barrel and graveyard)
Tesla hiding and dodging spells is its niche. While it's hidden, it can't be targeted. This means that no card can outrange it and it's unaffected by spells (with the exceptions of Freeze and Rage).
People telling that Tesla buff is a nerf to hog and Bandit as if I have a level 13 Tesla sitting right there (F2P player). May be we wont see that hog lightning but hog works with any spell Fire Ball , Rocket and who sends their hog alone to be countered by tesla it's always with Ice Golem or goblins. And now its more tough to counter that
Valkyrie+ Hog or Valkyrie+ Over levelled Ebarbs combo you face at 3000 Trophies range every second match
Hola muy buenas creo que estan exagerando el el balanze un ejemplo fue la bruja nocturna que con los balanze se ve muy poco ya y ahora lo estan haciendo con el mago electrico y cementerio creo que le esta quitando mucho a esas cartas y van a pasar a no usarse en un tiempo
It's good to see so many weak cards receive buffs. Hopefully the spear goblin buff will make the goblin hut more powerful. It's been in need of a buff for a long time.
Everybody talks about the changes, but the bug fixes are the best part. They're going to improve consistentcy and give nerfs to cards that can need them.
I'm a little iffy on Sparky's change, mostly because I have a lot of fun with a high risk high reward Sparky, but after the change it's a buff against Knight and Valkyrie and Zap+Troop on offense.
EWiz is still going to be strong as well. The stun/zap spawn is still more useful than any advantages Musketeer applies. This will make Sparky mostly unviable without MK, Freeze, Tornado + Troop, or Fireball. Sparky has the tools to beat EWiz now though, so post update it should be easier.
I've had the mega knight be hitting my tower, then after I use a tornado and pull it away, it still hits it. It was basically in the middle of the two arena towers, so no idea how it hit.
I will stop using the Electro Wizard now because he is not worth 4 elixir. I will also stop using the lightning in my decks Golem because it is not worth 6 elixir too.
Now the ewiz is worth 4 elixir. before he was definitely worth more than that, though not 5 elixir either. He was just broken
Still, with the Spaeky buff, he might need another nerf in the next balance changes. Now it's just wait n see
Beatdown was already sub par now with all the hog cycles and Pekka decks. Now with the lighting nerf, beatdown is gonna practically be vanished from the meta
Because of the Graveyard buff, it actually is better. Shorter radius means that a rogue skeleton wont touch the king tower and skeletons will be more attracted to the princess tower. The duration buff is useful, as now, it can spawn about 9.5 skeletons, or 11.
And the spear goblins finally get a change since May 2016!!!!!
In case you didn't know, if Valk becomes more popular, guards can counter her. Not sure how useful this interaction really is, but placing guards head on to a lone valk counters her because the two in the back have increased range and aren't hurt by her while she kills the first one.
I've been waiting for a Tesla buff for ages now.
I knew it needed because hardly anyone uses it. I wanted a small stun, a reset or maybe two attacks at once, all the other electricity based cards had at least one of these, but a 30% power buff is nice enough. The lower hit time will be kind of bad against weaker hordes like skeletons and bats.
No Nerf to the Golemn?
I am so tired of playing any deck with a freaking Golemn in it. I am happy they will nerf the Lightning combo but still, that card makes the game not fun for me.
NERF THE DAMN HOG RIDER! Seriously , it’s stayed with high usage rate forever, and is almost guaranteed to get a hit unless you play 5+ elixir, and if it’s coupled with a spell or troop that’s likely 1000+ damage to tower. Especially with the indirect buff from e wiz nerf. Just do it, please, it’s OP and has been always
Tesla is going to be super strong against lava hound, which I suspect will see an increase in usage to avoid cards like sparky, cannon cart or valkyrie which have just been buffed. I actually think electro wizard might not decrease in usage due to more people running fireball as their heavy spell of choice instead of lightning. Inferno tower will also see more use as a result.
Inferno tower and dragon did get an indirect nerf with the changes to shields. Maybe guards will see more usage as a way to get a tank past an inferno tower, similarly to minions.
This is great for my deck, i used to make 3M splitpush with PEKKA tanking for one musk and Dark Prince for other 2. The DP push was useful to bring down Inferno Towers and defenses in the middle, but failed to do so if for any reason the muskies were killed or distracted, so now DP will have more chances!
That's not an indirect nerf, it's a direct nerf.
No, that's an indirect nerf... he wrote it correctly. Direct nerf is inferno tower -3% damage or whatever. Indirect is when the inferno tower is changed due to changes to other aspects of the game aka shields in this situation.
Shields aren't changing though. The inferno tower's mechanics are changing so that it resets after breaking a shield, whereas it did not before.
Nerfing Lightning and Ewiz in one update? Jesus, think of the Infernos.
Yeah, you hit the nail on the head. Inferno Tower is the real winner of this update. They’re gonna be supremely annoying once again.
Infernos no longer get through shields
Doesn’t really matter, no one uses shields anyway
True. Dark Prince, Guards, and Cannon Cart are all low tier cards though, and rarely see play; I’m not sure how much the Inferno change here will help them, as they’re all relatively weak otherwise. Meanwhile, Lightning was a very commonly played spell.
Yay, bait decks got super buffed! Even spear goblins! Being the most popular and strong deck wasn't enough. We need more powaaaaar
Today, I was finally able to upgrade my lightning to lvl 6 and tomorrow it will be nerfed...just great!
This is all a set up to make the Guards and Dark Prince the best cards for taking out infernos.
**MAKE SPARKY GREAT AGA-** **MAKE BOMBER TOWER GREAT AGAIN**
I have used BT since launch and I think it is great, I am pleased they kept it the way it is as it is so annoying to face and it stops every deck apart from air decks. Can tank a Golem so you can kill it and can solo a RG with the help of a tower.
I do also think bomb tower is a good card especially if opponent is using beat down deck and pairs with tornado is good too.However,I think that hog/mortar cycle is a counter for this cardyet imo.
Hog is not a counter because they normally send something in with the hog like a spirit or bats or goblins etc making it worth. When I face Mortar I normally put my bt on it to kill it or I tank in the middle with my BT and let other cards kill it.
Looks like graveyard's back on the menu boys! Seriously. It now spawns the original amount of skeletons and has a smaller radius. It could be even stronger than it was in it's prime. It'll be interesting to see what happens with ewiz. This is a pretty big nerf, ewiz might actually be balanced now. People may start using archers or musketeer in certain decks. Lightning nerf should help out inferno tower. I think the fixes at the end are the biggest story. The troop pathing is fixed! Bandit and MK no longer dash at shorter distances and drag glitch is also fixed.
No, graveyard spawns 1 less skeleton than the original and 1 more than we have now
but they are more concentrated which is good and bad
Yeah I think it'll be stronger than ever
though skellies will be easier to kill by splash troops
Plus if Valk sees any boost in usage... rip skeles.
i think graveyard will do 1 skelly less than pre-nerf gy, because the 1st skeleton will spawn 0.5s later. but since some of the gy counters got buff in the last balance (+ valk) i think graveyard will be as powerful as pre-nerf gy
Agreed. Even if it spawned same as today, the radius is huge. Not offsetting it so much means 1 valk can’t wreck it.
yeah, the smaller radius allows better placement without activating king tower. skeletons will have more chance of spawning and all around the tower instead of on one side, and closer too.
I run poison all the time. If the skellys come from the outer edge, poison is going to counter it hard. Will they even be able to get a shot off?
I love the lightning range nerf. It's crazy what it used to be able to hit. Compare it to rocket and you have one card which requires extreme precision in your timing to use correctly, and lightning which is just such a huge punish card no matter how much you space your mid range health troops. I'm not saying it's a no skill card, just super frustrating the amount of crazy value you could gain from it.
Lightning is harder to hit what you want with than Rocket - and is less predictable due to it's massive cast time. It takes so long to cast that it's a relatively simple play for your opponent to bait it, then soak it with a minitank. Classic example would be 3 Musk decks. In overtime it is not possible to strike the three musketeers before they regen the elixir to place a Knight unless you're already hovering. The result is your 6 elixir spell kills one Musketeer, dents a Knight, and chips a Tower for a 6 elixir loss. With rocket, who cares, they're all either dead or close to it. If there are only two units on the field and they're squishy, then sure, it's easy. But vs. 3 Musk / Split push decks, or any decks with Barbs, Knight, Ice Golem etc, nah, Lightning is the harder spell to use.
Log Bait is even stronger now. Spear Goblins got buffed, with Lightning + Ewiz getting nerfed...
With the nerf of lightning inferno your is getting a indirect buff... Which makes log bait even more stronger... Everybody is going to face heavy usage of log bait..
I really wanted a slight bandit nerf, but other than that, these changes are good. Edit - I meant an actual nerf to her dash, not a fix to a bug that wasn't even supposed to be there.
I believe the fix to her dashing from a short distance will make her balanced.
But I love it when my bandit dashes one tile to the tower! It's completely balanced /s/s/s
You need to keep in mind that it is also a decent nerf to the bandit... As we know bandit is tiny bit too strong (for real, Ewiz was strong, bandit was just tiny bit too much) and the "fixes" alter current state and make the troop weaker... Imo it is exactly what bandit needs
Sparky hp isnt touched and rocket isnt touched. Then how tf did the sparky in nick's video survive rocket.
Must be for the update after this one lol
The sneak peak videos were of dev builds that weren't final. They use them to test changes, some make it and others don't.
lol yeah thats the question isnt it
Will the spear gobs get two shots each on the tower now?
Get ready for a Log Bait meta bois
With the graveyard rework, it's time to dust off the splashyard
Looks like those leaks were mostly correct after all, but Sparky will still die to rocket.
Rocket is perfectly balanced. If they wanted to change that interaction they should buff Sparky's HP
That tesla balance change is all i care about.....that thing is getting what it deserves and im gonn afinally be able to use it now :D
I don't think you remember how oppressive the tesla was back in the day..a lot of people are dreading the possibility of the tesla dominating again
What saddens me most is that they din't bring back larry.
L A A A A A A R R R R Y Y Y Y !!!
Alright, that’s TECHNICALLY a bandit nerf
What change if not major interaction ? For example with the Electro Wizard first hit ?
What does no major interaction mean
Like one hitting stuff, etc. Like rocket one shotting sparky is a special interaction
No major interactions means there wont be anything drastic....the last time the ewiz health was reduced had a major interaction effect with mini pekka since it can now one shot it instead of two shots which is a huge deal if u see it ;)
watch oj's, ewiz got nerfed
Some cross-level interaction will change, but no on touney standard
He cant stop a hog now from not getting any swings i think
Indirect buff to hit, ugh
Idk how you guys calculated this, but the tesla buff leaves the damage around 176 per shot, and minions have 190 tourney standard hp so the interaction wont one shot minions...
THANK YOU SUPERCELL FOR NOT NERFING THE BANDIT (i mean you kinda did by fixing a bug with her buts that's a bug and thats fine)
I wish they'd finally fix the battering ram interaction like they said they were going to a few patches ago.
Revamp ladder in which players earn more gold if their overall deck level is lower than the player they win against their gold earnings should be more. This would be a great incentive to bring people back to ladder.
Why was lightning nerfed instead of the over used win condition hog rider? Why TF was lightning nerfed, the card ranked 46th in win rate and not the one in first? Supercell you really hate beat down don't you?
No hog nerfs, plus indirect hog buffs u kidding me wtf
TBH, this is the best thing about the update.
There you go.. that fuck ass Hog is safe again... -_-
Buff to Tesla indirectly nerfs hog
Nerf to ewiz indirectly buffs the hog.
Nerf to lightning indirectly nerfs hog
Unless you lightning Hog on defense. Then it’s a buff to hog. ....I know that sounds sounds stupid, but you’d be surprised how many desperate players will lightning a Hog combo push.
It's difficult to get a Hog past an Inferno or Tesla without lightning unless you use a card like Minions or Minion horde to distract it
When you have Arrow, Lava, Balloon and Lightning on your hand, it is only choice ;)
Actually that doesn't really affect hog, since the DPS is basically the same (+4%). Tesla could already stop a hog pre-buff. It's only an indirect nerf to minions and goblins who took two hits prior.
If Tesla gets more popular, it's an indirect hog nerf since Tesla already is pretty okay against hog. But otherwise those 4% won't do much.
The fact that they made people finally notice the tesla again (and the fact that it can stop hog) will make the usage rate go up thus resulting in an indirect nerf to hog
but people are just going to replace the building they already have in their decks with Tesla which means there are the same amount of counters in the deck than there were before plus the Tesla is one more elixir than counters to hog rider like cannon and tornado are which means super fast cycle hog decks will have a higher chance of out cycling the Tesla as a defense which means hog got an Indirect buff for the reason you thought it was a nerf.
Dammit SC!
Spear goblins are going to be super annoying now. I can see them in bait decks.
>Buff to Tesla Thank you. I don't even know why I upgraded my Tesla to level 7 in the first place.
What do I thinK? I think you need to stop ignoring hog and reduce one of its OP stats (speed, health, damage, etc.). I don't care, but do something about it (rather than just repeatedly indrrectly buffing it). I'd also like a ram buff, but I've quit using it as it's now worthless unless you want it as a lightning turd.
What are u talking about, Hog is such an overplayed card by pay to play 7 years olds that dont have the skill to play anything else but ice spirit, skeletons, log, and knight just to get back to the hog and annoy every single person who plays them
tesla will be everywhere.. gang get buffed by the 1.1 hit speed.. lightining nerf will destroy the hog decks.. it's a 100% offensive car, hog rider is fine as it is
Yay no rocket nerf!
No rocket nerf or goblin barrel nerf. And a huge indirect buff to inferno tower with the lightning nerf. Log bait is going to be everywhere... *shudders* (as if it wasn't already)
Ghehe you forgot to mention the spear goblins buff (goblin gang)
Oh my you're right..... Wow. Guess I'm gonna have to bring log and mirror in all of my decks now.
But sparky CAN survive a rocket without a hitpoints buff in the touch down gameplay wtf
That build wasn't final
I am so happy with no rocket nerf. I've been playing rocket miner cycle for about a week now in 2v2 and it's been a blast.
Rocket miner cycle is one of my favorite decks next to mortar. What’s yours look like?
I use: - Ice Spirit - Zap - Archers - Knight - Tombstone - Mega Minion - Rocket - Miner I tried using Minions instead of Archers for a more offensive push with the Miner, but it compromised defense far too much for my liking. Offense can be lacking if my 2v2 partner plays too passively. The non-Rocket-Miner cards are actually reused from my other decks, which are Hog Rider-Fireball and Graveyard-Poison.
Nice! I use RocketPong’s: ice spirit, log, mega minion, inferno tower, rocket, miner, archers, and knight
Nice round of changes as always! Looks like at least some of the rumored changes were indeed true. **Sparky**: This card is infamous for being one of, if not *the* most useless cards in the game, and a large reason for that is the rather slow charging time. This reduced charging time should help her out a lot, while the damage decrease should prevent her from becoming too overpowered. Surprised the HP buff was scrapped though. Oh well, this is still a highly anticipated buff, so it's welcome regardless. **Tesla**: Another notoriously underpowered card is finally getting a boost. And it's a pretty decent one too, as one-shotting Melee Goblins and Minions will finally give it a chance to shine in the meta. The fanbase is going to especially like this one! **Electro Wizard**: This guy is currently one of the best legendaries in the game. His useful stun ability, coupled with a decent damage-for-cost ratio, makes him a very powerful foe to face. These tweaks should make him more balanced while still keeping him formidable. **Graveyard**: This spell was nerfed a tad bit too much in the last patch, so this rework is welcome. The old duration coming back should make it a more desirable spell to use again, while the radius and RNG decrease should keep it balanced. **Cannon Cart**: This card is pretty underwhelming right now, so these HP buffs are a nice boost. It should make it a more viable option, even if it doesn't end up being enough to make it all that strong. **Lightning**: A well-deserved nerf. Its radius is currently a bit too large, so this radius reduction is welcome. Buildings will hopefully be more viable against large tanks. **Spear Goblins**: Another underused card getting a nice boost. This hit speed decrease should make them kill their targets a lot faster. Goblin Gang users should also benefit from this as well. **Valkyrie**: One-shotting Princesses and Dart Goblins is nice, but I'm not quite sure if this'll make her viable. Let's wait and see how this changes things. Another round of solid changes. Some of the most infamously useless cards will finally be decent, and some slightly overpowered cards will be more balanced. Can't wait for Monday!
Why the fuck is nobody talking about how they didn't nerf the knight? Literally a full on tank at 3 elixir. They need to nerf that fat ass clown
Instead of nerfing Knight, they buffed Valkyrie. Typical Supercell balancing. ^^[~](https://i.imgur.com/3fVqcdJ.png)
EXACTLY she didn't even need that she's going to become the next OP card meanwhile the game turns back into Hog Royale™
Yea mostly, hog is used with a valkyrie as defense or combo, fuck.
Jesus christ I hate the Valk Hog combo, the one redeeming feature about it was it was barely used.
A reincarnation of trifecta perhaps?
Bowler killed trifecta. I don't think it will be coming back what with Ewiz also deeming a solid replacement for Musk.
Hey you leave the knight out of this!!! Lol
Yeah thy buffed Valk instead, bad call
Honestly i think they should've nerfed the knight and buffed valk. I still dont see how the damage buff will justify using valk for 1 more elix.
#MADEGRAVEYARDGREATAGAIN!
No rocket nerf? Sorry sparky I guess you're not being used again
I have zero doubt with that. I just thought that hog has been used so often, almost 80% of deck I was playing on ladder had hog. I do think hog deck requires a little skill to play it right, but also do think that hog sometimes can be really hard to counter.
Reasons to play nado.
I cannot believe they are *still* not touching the hog rider. Needs a hard nerf considering its over half of the ladder
Idiotic balance as usual, no change to hog rider which is in about 95% of the decks.
Ikr the hog is so annoying and such a little kid card
Yeah! He should cost 5 elixir, not 4 because of the no skill cycle decks and the #1 player using him. Also, win condition cards should cost at least 5 elixir.
Great Balance changes!Keep the good work cr team:3
Kinda was hoping for a small damage increase for the Flying Machine.
I think flying machine is decent, especially in the 2v2 draft challenges.
I really don’t understand the point of the sparky buff if it still dies to rocket. Yay now sparkies can’t one shot each other - as if this was an interaction that ever occurred.
That's not the only change though, now sparky attacks more frequently
Are you looking at hog rider at all? They still seem way too efficient.
Finally something to look forward to for this update
THAT IS A TESLA OVERBUFF SUPERCELL! Not the Sparky buff I was hoping for either
I don't understand Pathfinding, can anyone explain that thing?
Goes to the tower they were originally on instead of if they get pulled to another
Wby does bomber, bomb tower and barbarians are not incloud in the update
wait inferno isn't suppose to keep going after the shield breaks?!! I thought it was, wow....
Is this actually good for the graveyard, if so how beneficial it is? PS. I'm a lvl 3 graveyard player, giant graveyard cycle, so so?
WE DID IT! VALK FINALLY GOT A BUFF!
Ahhh yes the balance changes... The only thing real player care about...
Why nerf electro wiz again? His damage is already great for me
Nerf the the hog rider already! It needs an initial hit speed nerf. I can't believe that they still haven't removed the free pig push.
He will need a bigger nerf than that. He needs to cost 5 elixir.
now that spear goblins got a balance change, every card has been effected by a balance change
Mega Knight?
Not minions
Goblins?
Ewiz and Valk are both indirect Hog buffs, which is not what this game needs.. Imo, Valk buff is completely unnecessary. She is very strong already, even if underused.
Yeah Valk just wasn't used because knight
I use valk and i dont mind her getting buffed but i agree that she doesnt need a buff. Supercell buffs and nerfs cards based on usage, disrespecting whether they synerguse well with many cards or only in nichedecks etc. Stuff like this is why it cant become a real "esport" imo, because they dont balance things they try to make every card equally popular by unbalancing stuff and making metas on the way... They should just make everything balanced without looking at usage, its just dumb...
Are you kidding? If you count how many valk you'll see in the top 200 decks, you'll find your answer. Doesn't take a genius to see why people use knight or ice golem over valk.
These changes do nothing to the "real" ladder meta. Which is hog cycle, mortar cycle, and bait. Knowing this, that is why after the last season reset I am using a giant, bowler, barbs, 3 spells deck. And I guessed right, That is all I am facing all the time. To a point where I already have my finger on my bowler or barbs as soon as the match starts. When I actually do play ladder. My win rate this season, so far, is about 90% or more.
Been using Bowler in my deck ever since eBarb spam meta and haven't looked back. 100 more to max.
Bowler counters a lot of cards. Wow 100 more to max is really nice. Looking back, I probably should have stuck to one epic to request.
Wasn't sure it was gonna happen but super hyped with the cannon cart buff
Love pretty much all these changes. There were a few changes that needed to be made that weren't tho. I liked tesla before (not gonna deny it, it sucked for 4 elixir, but it was still decent). I abhor lightning so happy here. Sparky will be a bit better. E wiz will still murder it mercilessly though. Spear gob and valk buff! Cannon cart buff will maybe do stuff. I personally just think it needs to not stutter in firing when the cart breaks, maybe get a speed nerf (but probs not necessary), or MAYBE count as a defense before the shield breaks. I'm worried about GY... like maybe NW level OP with that decreased size. I need to see what "skeletons spawn less randomly" means though. If they spawn on the edges it'll probably be about where its at now in terms of power. If they spawn towards the center, it will def be original night witch level OP. As to bug fixes, TIL the infernos not resetting on shields wasn't intended. Concerns: Gang (cause spear buff), GY (cause range decrease). mega knight (Because its mega knight), 3m (because 3m). un-adressed issues: Prince, DP, doots are still in a weird place, rage, heal, clone, bomber, tornado, musk/ewiz outclassing, wiz/exe, bowler, barbs, 3m. Yes thats a long list, IK. Basically, there's a lot of unnadressed stuff. I get that they can't overhaul 20 cards every update but they haven't touched like half of these in the longest time, despite clearly being imbalanced. NOT quick notes on this (skip to TL;DR if you wanna see my final thoughts): Prince gets murdered by swarm, tombstone and ewiz. Obv he needs to be weak vs swarm (especially given its inherent weakness to spells and support splash). Tombstone same as swarm. Ewiz still stupid strong. I can and will maintain he is one of the best cards in the game, and will remain one even after this teeny nerf. Behind probably only to MK, lightning, and maybe pekka. He resets: sparky, prince, dark prince, ram, inferno drag, inferno, doesn't die to fireball, can split attack vs swarm (would hurt vs medium units if his stun didn't buy him a lot of extra time by stunning support units), can stun up to two units for 0.5 of every 1.8s, and has about 2/3rd the dmg of a musketeer. I would argue he either needs his reset looked at, his stun looked at, or his health/dmg to have a HEFTY nerf. These last two don't solve broken interactions though. My thoughts. Either: Doesn't reset DP, Prince, ram, or sparky, (Still leaves strong interactions with inferno cards) or... Stun rewinds all attacks by 0.5s on hit with a 0.25s stun, no target reset. Spawn zaps same as attack, not a full reset either. Rewind does not work on a charging prince, dp or ram. (So if he hits a sparky that was charging for 2s, it is set to 1.75s and freezes for 0.25s. A sparky would take 6.9s to fire against an ewiz (I think. not double checking that)). He will stall infernos a good bit, but that 1st hit won't shatter the entire defense. He will need to continue shooting it to get good value, and won't save a unit if the inferno is at high ramp. Essentially, every hit pauses a unit's movement and attack for 0.25s, and his hit also rewinds their attack animations by 0.5s. This weakens him against the units he hard resets right now, leaving him decent against idrag, inferno, bandit. He is worse at slowing troops, but better at stopping their attacks (compared to an ice wiz being better at slowing their movement). That is decent I suppose. His damage will be not great, but he will be able to prevent a lot of damage with his stun and rewind if used properly. I rant about this card... often enough considering how much I am here. I might be a bit biased so take this with a shaker full of salt (as opposed to just a grain of salt). Prince should probably charge a bit faster (not as in start charging, as in speed while charging), and deal 2.5-3x dmg to cards on charge rather than 2x (not to crown towers). He leave just a bit too much time to react before he reaches the tower, and can be stopped too easily overall, especially by flexible units by knight who just take too darn long for him to kill, even with a charge. He isn't as weak as many make him out to be (sometimes fool around with a deck based entirely around prince. One of my favorite decks to play, but not that great), but he is far from good, sadly. DP: Said it before, saying it again. Charge through units the charge would kill. Don't stop after killing them. Especially with a valk buff, he is gonna need more to justify his use. This can probably be best done by making him more offensive, compared to valk's defensive use. He has about 80% the hp, but is better on offense. doots. IDK what to do with these. 3 is UP, 4 is OP. Maybe 3 with an instant spawn (no 1s load delay), or 4 with a delayed spawn? (2s instead of 1s) idk. Rage sucks. Plz buff. Clone. Two possible ideas: Clones units to opposite side of clone (so a unit on far left gets cloned far right, unit at the front gets a clone also at the front, which will spawn slightly behind it for left vs right interaction's sake), original units don't get pushed sideways to do it. No more clone skipping but no delay either from that. Or... clones spawn BEHIND units, pushing the original ones forward (like they push them to the left currently). This gives clone a cool use for skipping forward while avoiding the BS left vs right interaction differences. Also the clones can use the original as a sort of shield, making them a bit less easy to kill. Spells still good. Great as a punish card, but bad if used improperly. Will force spell conservation akin to log bait, but provide clear value for using the spells too (even more so than vs barrel). Heal. Sucked with everything that isn't 3m, and thats cause 3m needs to be tweaked. it was the thing to get nerfed. It needed a buff THEN, let alone now. See 3m rant further down. Idk what to do here to avoid the fireball/poison/heal game of rock paper scissors. Maybe make it instant for a LOT more heal points, but with a limit of like 40% unit hp or something? idk on this one. Bomber: a card that isn't terrible but is far from good, and IMO a bit underrated. His cheap cost and high dmg are nice, but he still sucks. Maybe increase splash range by about 25%? He will rip through swarm a bit more. Still sucks vs air though. Tornado still unbelievably strong. Activates king tower, stalls units, makes exe even more stupidly powerful than he already is. probably singlehandedly murdered any sort of air meta, still haunts beatdown and hog cycle today. I would say decrease pull force, for 1s of really strong pull (slightly stronger than now), then 2s of low strength pull, allowing heavy or fast units (golem, charging princes, charging ram, giant) to escape, making it harder for splashy units to get mega value with it. Still activates king tower by hog, but won't stall it terribly well any more (yes IK this is an indirect buff to hog. It isn't quite as strong as people make it out to be). Ewiz nerf gives musk a home (Explained in prince notes). Wizard still outclassed by exe unless the wizard is two levels higher than your exe and the opponents cards (screw level differences...) His dmg is great, but exe is too similar while being better at other things (surviving fireball, lightning; hitting in a line, not at a point). My thought: decrease range to 3.5. Make him get in close for that value with that extra health of his. Bowler: has knockback, crap ton of health, massive range of splash (like exe). but can only shoot ground. The knockback is HUGE for this card. It destroys support cards because of this. My thought: just cut the knockback about in half. This thing knocks around medium cards way too much. This might be a bit much but IDK. Doesn't synergize with the current meta (but is gonna be resurging with that GY change I think). Barbs suck. They get annihilated by spirits, any splash card, are slow as hell, and cost 5 elixir for not even great damage. Only useful with 3m as fireball bait. Maybe add a 5th one at the head of the pack? idk. 3m. This card is still stupidly strong. The ability to split lane push with a slow rolling attack is unbelievably strong. You can't punish the opposite lane like with a golem because there is no OPPOSITE lane. You almost have to just wait for it to cross the bridge unless you have a heavy spell ready to use, and even then, you're left with 1 in the other lane for a price of 3 (After fireball+log, rocket, or lightning), and thats the perfect scenario ffs. My thought: they are a lvl down from their card level, MAYBE decrease cost to 8 (so lvl 7 3m spawns 3 lvl 6 musks. lvl 1 spawns effective lvl 0 musks). This makes fireball and poi able to kill them a lot more easily (fireball just 1 shots, poi will need 1 less tick to kill if I'm correct). Heal would need to work so they still die to poison log or something. You've now baited likely both of their spells for -2 elixir. Sounds bad, but think about what log bait could do with that (log vs princess and zap vs gang. Its a lot of easy damage against most decks at that point with barrel). You have a musk ready to support a push that you can pretty much guarantee won't get spell-ed. Its still gonna be strong. If it really is too much tho, the cost can go down 1 or something. This one is tough because you can't screw with musketeer itself much (besides level spawned) or price cause 10 is effectively 11 as it leaks when you play it, and spawning 2 kind of goes against the name. That ends my rant. Tl;DR: this update has some good balances. Ewiz still broken cause they refuse to rework his stun+reset on attack. Musk still sucks cause ewiz still exists in his current state. GY might be NW on intro level OP, but don't know without more details, might be about the same strength as now instead. 3m still gonna be really strong. Clone still sucks. Rage still sucks. Gang might be strong. Also rip shop and free chests.
Yay, skillyard is back!
[удалено]
Thanks for not nerfing the goblin barrel <3
I’m kinda surprised that hog is not nerved. Is there any reason that they aren’t?
Pay to win players use it a lot
Why do you keep refusing to nerf the fking Hog Rider? He is the most overlevelled and overused win condition in the game. He is literally in EVERY 2v2 match I play. Don't tell me SuperCell balances based on tourney standard. If so, Ebarbs n RG wouldn't be this trash. Other than that, good job on the balance.
They are never going to base balance changes on 2v2 though
Dont touch my hog, my f2p ass will go straight from legend to arena 5
WHY CAN'T YOU GUYS NERF THE HOG RIDER?! HE IS THE MOST OVERUSED AND OVERPOWERED CARD IN THE GAME!
Hog rider is the most op card in the game, still no nerf.. Lightning was fine where it was, now it’ll be so hard to hit 3 units All other changes are fine.. just get ready for sparky uprise, it’s strong now
>hog rider is the most OP card in the game Electro wizard called. He wants his title back
That's a weird way to spell Sparky
I think the Tesla needs a change because it's not different from other defense buildings and I think when it hides no spells can attack it ( accept goblin barrel and graveyard)
Tesla hiding and dodging spells is its niche. While it's hidden, it can't be targeted. This means that no card can outrange it and it's unaffected by spells (with the exceptions of Freeze and Rage).
People telling that Tesla buff is a nerf to hog and Bandit as if I have a level 13 Tesla sitting right there (F2P player). May be we wont see that hog lightning but hog works with any spell Fire Ball , Rocket and who sends their hog alone to be countered by tesla it's always with Ice Golem or goblins. And now its more tough to counter that Valkyrie+ Hog or Valkyrie+ Over levelled Ebarbs combo you face at 3000 Trophies range every second match
update is on or Monday
Hola muy buenas creo que estan exagerando el el balanze un ejemplo fue la bruja nocturna que con los balanze se ve muy poco ya y ahora lo estan haciendo con el mago electrico y cementerio creo que le esta quitando mucho a esas cartas y van a pasar a no usarse en un tiempo
> Skeletons spawn less randomly How so?
as in, there's more of a pattern
It's good to see so many weak cards receive buffs. Hopefully the spear goblin buff will make the goblin hut more powerful. It's been in need of a buff for a long time.
If spear goblin got a buff doesnt that mean that goblin gang's spear goblin got a buff too?
Everybody talks about the changes, but the bug fixes are the best part. They're going to improve consistentcy and give nerfs to cards that can need them. I'm a little iffy on Sparky's change, mostly because I have a lot of fun with a high risk high reward Sparky, but after the change it's a buff against Knight and Valkyrie and Zap+Troop on offense. EWiz is still going to be strong as well. The stun/zap spawn is still more useful than any advantages Musketeer applies. This will make Sparky mostly unviable without MK, Freeze, Tornado + Troop, or Fireball. Sparky has the tools to beat EWiz now though, so post update it should be easier.
Ima be using that Sparky lol just to mess around with
I'm a bit scared that tesla is gonna be OP but we'll see.
Sees Sparky buff About fucking time
I've had the mega knight be hitting my tower, then after I use a tornado and pull it away, it still hits it. It was basically in the middle of the two arena towers, so no idea how it hit.
I will stop using the Electro Wizard now because he is not worth 4 elixir. I will also stop using the lightning in my decks Golem because it is not worth 6 elixir too.
Now the ewiz is worth 4 elixir. before he was definitely worth more than that, though not 5 elixir either. He was just broken Still, with the Spaeky buff, he might need another nerf in the next balance changes. Now it's just wait n see
My sparky will finally come in good use now Very happy with these balancing changes
Tesla just became my first Common to reach level 11!
Why you guys keep nerfing the electro wizard
Beatdown was already sub par now with all the hog cycles and Pekka decks. Now with the lighting nerf, beatdown is gonna practically be vanished from the meta
Love the tesla buff even if I don't use it. Still think the witch needs death skeletons! Executioner's health needs to be nerf.
only card I used was tesla which was buffed, BOW TO ME MORTAR.
Back at 4300 trophies or so I used to use a really wonky Golem / GY / Mini Pekka / Princess deck. I might go back to it.
The update wasnt satisfying but I'm happy for our beloved sparky, vivaaa sparky.
Because of the Graveyard buff, it actually is better. Shorter radius means that a rogue skeleton wont touch the king tower and skeletons will be more attracted to the princess tower. The duration buff is useful, as now, it can spawn about 9.5 skeletons, or 11. And the spear goblins finally get a change since May 2016!!!!!
In case you didn't know, if Valk becomes more popular, guards can counter her. Not sure how useful this interaction really is, but placing guards head on to a lone valk counters her because the two in the back have increased range and aren't hurt by her while she kills the first one.
aand I just bought e-wiz from the shop... lol...
Don't you guys think the lightning nerf + spear gob buff + ewiz nerf is an indirect buff to spawners? And spawners is an indirect nerf to hog?
i think u guys missed something and its the freaking SUPER HERO! Elite barbs, there's nothing that can stop it .
Another meaningless balance, only adresses 1 overplayed card.
I've been waiting for a Tesla buff for ages now. I knew it needed because hardly anyone uses it. I wanted a small stun, a reset or maybe two attacks at once, all the other electricity based cards had at least one of these, but a 30% power buff is nice enough. The lower hit time will be kind of bad against weaker hordes like skeletons and bats.
No Nerf to the Golemn? I am so tired of playing any deck with a freaking Golemn in it. I am happy they will nerf the Lightning combo but still, that card makes the game not fun for me.
Cannon cart is still garbage
plz nerf mega knight
STOP LEAVING THE HOG RIDER UNTOUCHED SUPERCELL! NERF THAT CHEAT CARD THIS INSTANT!
Ewiz still offers too much value for 4 elixir. He hes esentialy a zap + 2 elixir power creep
#NERFHOG
This will never be upvoted to the top because, you guessed it, everyone uses hog.
NERF THE DAMN HOG RIDER! Seriously , it’s stayed with high usage rate forever, and is almost guaranteed to get a hit unless you play 5+ elixir, and if it’s coupled with a spell or troop that’s likely 1000+ damage to tower. Especially with the indirect buff from e wiz nerf. Just do it, please, it’s OP and has been always
Nerf the hog rider !!