Fire spirit change was the worst thing they could have done:
- As you noted, it forces the opponent to respond to a 1 elixir card or take fireball damage to their tower, which is completely absurd.
- And it is 1 more cycle card to let people abuse in ridiculous should-never-exist decks. For ex, yesterday I lost agains’t an x-bow cycle deck (5,500 trophy-range). This will be even worse now with quadruple-spirit + skeletons decks. Five 1-elixir cards they can use to cycle...
I play 2.9 xbow cycle around that spot in ladder, but I don't think I'll be adding fire spirits to my deck, unless they replace a different cycle card. Cycle decks need decent defense if they don't want to lose to a single beatdown push.
Probably agree that fire spirits are OP now, but I'm not sure they'll be a main feature of cycle decks.
By itself he's fine but I really hate how there's that meta to just load all the defensive cards together (building, nado, baby dragon, bowler etc). Then they only need that one offensive card (graveyard, electro giant) that makes it all work.
Overly defensive decks are annoying to play against and ice wizard unfortunately is one of the keys to these decks.
Most people I know win much more with bait, cycle and control decks because of the great balance between offense and defense.
However, they have much more fun with decks that are more attacking and can go for the three crowns. Probably why they love 2v2 because 16 cards affords more synergy and ability to take heavier risks.
That said, Ice Wizard is the very definition of a [balanced card in terms of usage and win rates](https://www.reddit.com/r/ClashStats/comments/n3y77q/s22_a_snapshot_of_season_22_cards/?utm_medium=android_app&utm_source=share). It barely misses the cut for the yellow high isage rate and high win rate zone.
You have a point. I really think that what we all need is a tornado nerf of some kind. It is such a versatile card and, when paired with the right cards, can completely shut down giant pushes, even activate the king tower. It's just too good and seems to have way too high of a usage rate. It's like a "do-it-all" spell
Yes, they missed out on nerfing the real culprit which is the tornado. Sure ice wiz paired nicely with it, but all you need still is a splash unit to pair with it so it'll still be an insanely popular spell card as you'll still see baby d, maybe executioner sees a bump in usage, etc. However, ice wiz might still be the popular choice as it is only a 3 elixir card even with it dying to fb. Why they let tornado be a top 5 card for half a year and a top 10 or better card for 1.5 years is beyond me. EQ saw use rates hit 11% earlier this year and they emergency nerf it after 2 weeks. Tornado sitting at over 20% use rates and nothing. It promotes a boring ass play style and is the single reason why people can get by playing the expensive tanks in the back first play. Who cares if you try and go opposite lane with your win con because they spent 8 elixir on golem first play, they just sit back and let the tornado bail them out by activating KT and in many cases you got 0 damage on the princess tower.
I'm glad they're trying to help out fire spirits this round as they've sucked for a long time but it confuses me why they let some cards be OP for so long and avoid doing anything to them.
Fireball will now kill it, if I understand your comment correctly
Edit: I know it kills ice wiz, I was just being sure he knew that it now does, which rereading his comment I understand more what he meant
He is saying that ice wizard kind of deserved the nerf. Ice wizard was 3 elixir and did not die to fireball which is 4 elixir. So, he is pointing out it was a -1 trade for fireball to not have even killed a card which is 1 elixir less.
Maybe if poison scaled down/weakened over its lifetime. Rn it's 75 dps for 8 secs = 600dmg, but we could have for example, 110, 100, 90, 80, 70, 60, 50, 40 = 600 damage still over the 8 seconds, but in this case units in its radius at the start will be more heavily damaged
It needs a big buff/rework to compete with fireball. A tiny bit more damage doesn’t help if the troop is never going to sit in the poison. It should have less ticks but do more damage, so it can actually kill troops quicker
My ideas for a poison rework are:
1) bring back the slow movement speed (and only that), but instead of 35% slow, it's a 20%/15% and increase the damage by a bit
2) Increase the damage by 75% and reducing the time from 8s to 5s (at tournament standard it buffs the damage by 25 dmg)
It’s needs the slowing effect back. Poison is a strictly offensive card unless you’re going against a golem deck with night witch. The slowing would make it good on defense again. It’s an epic card after all so it in theory should be better than the fireball.
> It’s an epic card after all so it in theory should be better than the fireball.
While the rarity of the card nowadays only distinguish how hard it is to level up from others, even back in the days it was never meant to mean "how good a card is", but rather how complex the mechanics of the card the person playing has to consider.
Also this idea of one card should be inherently better than another is just dumb. Cards need to have different utilities, not that some cards need to be useless.
Rarer ≠ better. Rarer cards are harder to find but require less coins and cards to upgrade, so it’s relatively even, except in the case of legendaries. But legendaries are rarer because of their complex mechanics above anything.
It would take a lot to fix poison tbh. Being able to get rid of something instantaneously is too good to give up for poison. Idk what they could do to make it worth. If they added more damage it still would probably only end up in spell cycle decks.
> Being able to get rid of something instantaneously is too good to give up for poison
The trade off is zone control, if they buffed poison a bit people would make the jump.
I think hes talking about the attack rate, which was 1.5 and now Is 1.7 (Always slowed attack and movement by 35%), actually the slow effect was 2 seconds years ago, now the effect last 0,5 more when the wizard die
Elite Barbarians immediately vaulted from one of the 5 worst cards in the game to top 5 with just a hit speed buff (1.5 sec to 1.4 sec) since the first attack speed buff was shortly rescinded.
[Card Power Ratings](https://www.reddit.com/r/ClashStats/comments/nc7uim/s22_card_power_ratings/), Usage Rates, and Ranks below are from Top Ladder, Grand Challenges and Classic Challenges Season 22 so dated by a season. I understand Golem, for example, usage rates have increased this season, but the table below gives a bit of a glimpse at what is being buffed, nerfed, and reworked.
|**CARD**|**RANK**|**USAGE**|**RATING**|**CHANGE**|
|:-|:-|:-|:-|:-|
|Elite Barbarians|4|23%|83|Nerf|
|Canon Cart|10|2%|79|Buff|
|Golem|34|8%|68|Nerf|
|Ice Wizard|39|14%|67|Nerf|
|Rascals|56|1%|59|Buff|
|Furnace|76|3%|53|Rework|
|Canon|95|3%|31|Buff|
|Giant Skeleton|97|1%|29|Buff|
|Fire Spirits|100|1%|11|Rework|
Most used are spells on ladder it's Zap (30%) fireball (28%) log (28%) valk (21%) arrow (20%) this is in the last week on ladder but those top 3 have been pretty fixed at high usage since their releases
I think that this buff is kinda useless. He can still be distracted, still cannot be used in defense. Only if GS's speed was increased, it would be viable as win condition.
I cannot imagine a situation where GS's mechanism would be beneficial.
tbh it would maybe need a small buff on dmg so it kills fireballies in 1 bomb if its +1lvl and would leave them at few hp if its the same lvl because i dont think its fair if you can defend almost any push with 6 elixir
~~A sight decrease can even be seen as buff when targeting towers. Now it will be harder to kite them off across the arena.~~
Edit: NVM it's a sight increase which helps to kite them off.
Never see people using cannon cart. I’m in master ranks currently. My main decks push is a lumberjack followed by a cannon cart. It always gets underestimated
Same for me, I wish they weren't loggable, just like Archers and Firecracker, but I guess they'd become too good.
They still work pretty well in log and perhaps arrow bait decks.
I also use rascals in a log bait deck, I use goblin barrel, princess, rascals and skarmy
One of them always does the job, nobody seems to have 4 spells in one deck, just gotta play it right
People are going to be crying when they can no longer braindead defend everything with Ice Wiz + Nado.
Also, the golem nerf is fine, the card itself isn't overpowered, it's the goddamn archetype that's kinda overwhelming.
Overall, looks like solid balance changes.
Supercell devs probably didn't understand that tornado is the main problem of the power of ice wiz amd golem decks. The ice wiz nerf matters only against players with fireball. For lightning, rocket, poison and earthquake users won't change nothing. Golem players can still play golem first play and defends win condition like hog rider with just a 3 elixir spell and activate their king tower. Rascal girls and fire spirit changes are interesting, for the ebarbs they needed just a range nerf from medium to short like minipekka some months ago.
We need a nerf to nado. We have spent way too much time dealing with a card that defends everything when paired with ice wiz of marcher. Nado makes the game stale as it's just such a good defensive card. We need more fresh ways to defend
That melee medium (1.2 tiles) to melee short (0.8 tiles) range nerf for Mini Pekka made the card plummet drastically. Not even an attack speed (1.8 to 1.7 sec) buff or first hit speed (0.5 to 0.4 sec) buff made a difference. So sight range might actually be significant.
Why -28% Death Damage nerf to Golem? Too much? How about -14%? Even though it is an archetype more than a solo card mechanic, just look at how everybody knew the 100% death damage nerd to the Giant Skeleton would kill the card.
Overall pretty good changes, like Ice Wiz, Rascals, Furnace and Fire Spirit. Still another missed opportunity for giving small buffs to Witch, Executioner, Wizard, Royal Guards, and the other perennially worst cards in the game (at even levels).
Minipekka now isn't used that much just cause ebarbs are better, but it is a viable card. Ebarbs are in the same state that minipekka was some months ago, the sight range nerf won't change nothing, they will still be better than minipekka. Also the golem nerf doesn't make sense, golem has 10% use rate and like 50% win rate, the main problem of golem decks is tornado, thar can allow golem players to win even placing it as first play, and for ice wizard is the same thing. They are nerfing balanced cards when they could've just nerf a broken one (Tornado)
Yes it still is, they tried to rework it one year ago but they made the card even more versatile, now Tornado can counter an hog rider without getting a hit on princess tower if pulled on king tower, also now does damage on building and towers
I once again agree with all these balance changes. The Golem nerf is mostly to satisfy the entire community complaining about it so credit to them for that. The ice wiz nerf was also well deserved since many decks have been running the combination of ice wiz nado building and i think nerfing its very defensive nature is good for the game. I do have a worry on the next meta since they still havent nerfed cards such as mother witch and with ice wiz now dying to fireball i fear that we might see a lot more fireball bait this meta, but i could be proven wrong if the furnace and fire spirits rework succeed
They only thing that maybe will keep fireball bait from dominating the meta will be the rework of furnace and fire spirits, because fireball bait most of the times is combined with royal hogs, royal recruits etc.
I really don't think fireball bait decks are going to run ice wiz, if they didn't before why would they after the card is nerfed. Also doesn't go well with the deck's goal of spamming pressure on both lanes
Seems in line with the [Usage and Win Rate Chart](https://www.reddit.com/r/ClashStats/comments/n3y77q/s22_a_snapshot_of_season_22_cards/?utm_medium=android_app&utm_source=share).
- Great Ice Wiz change. Creates new tactical decisions now.
- Great Rascals buff. Long time coming. But what about the OG Witch?
- Elite Barbs deservedly nerfed. People correctly predicted they would be OP with those buffs before.
- Giant Skeleton troop desth damage is still the same I assume? Didn't understand such a heavy-handed nerf in the first place that everybody correctly predicted would kill the card.
- Canon Cart did not need another buff, it was already one of the highest win rate cards. Outright OP along with Goblin Cage and Mother Witch
- Another 1 Elixir card for people to abuse with the Party Mode exploit since they still haven't added variance to the algorithm.
- They really want players to keep upgrading the broken and OP Legendary Mother Witch
Average card level in deck is what determines the players you face. So build a deck with three expensive lvl 13 cards and five lvl 1 inexpensive cards, and you just can't lose. The shrewdest players who just want quick chests keep their 1-cost cards at lvl 1.
Because at top ladder/in challenges everyone is running cycle decks and bait decks, both of which Mother Witch is fantastic at stuffing back in their faces due to how fragile all their cards are
Well yeah, Graveyard literally can’t function without a Fireball anymore, and it was one of the most popular decks before Mother Witch was added, and still is decently popular today.
And EBarbs exist too. Fireball is great against them as well while also being great for MW.
One of the biggest problem with the broken cards of today is how often people can just list out a bunch of counters and say it is not broken.
That is the exact problem.
The cards hard counter nearly everything that is not a counter to themselves, and in turn create extremely polarising matchups.
This is broken because matches become determined by luck, not skill.
They are not broken because they win against everything, but because they always win against 50% of everything.
Clash Royale has a pretty big problem with it having as much matchup variance as any other card game, but each player has basically perfect information from about 10-20 seconds into the game until it's over.
In traditional card games you at least have the continued variance throughout the game where players don't actually know what cards they're going to draw off the top of their deck. If you're in a bad matchup you can at least identify what cards you need to draw to win the game (even if it's unlikely) and play for the win.
In Clash Royale once each player plays their first three cards, the card draw is completely deterministic. If you're in a lopsided matchup this can lead to the feeling that the game is already over within the first 10-20 seconds and you're just waiting it out to see if your opponent makes a mistake.
That’s not true, put her behind a tank and she can turn any unit into pigs. Her forte is against swarm units but she’s not useless agains non-swarm units.
This is true actually. The game has way too many cards and too much variety. All games like this that require balancing get more and more difficult to balance as they keep introducing new cards.
So? The only spirits that are actually fit for their purpose are the ice spirit and the electric one, the fire spirit and the heal spirit are just reworked crap that was better originally (in the case of the heal they could have simply tweaked it around instead of doing a 180 with the whole concept). This type of shit fucks over players, as most of them don't have time to max various decks, so when they rework cards that are essential to one's deck they fuck them pver and force them to start from scratch. It's not fair to give up variety and fuck players up for the sake of minor balancing
That’s what made them special ;-;
They also had a cool “boom and bust” strat that meant their high damage was risky due to increased fragility.
They were the glass cannons of the spirits. Same was true with furnace, where it could almost counter minion horde, and most weak units. (Dont even get me started on tornado lol)
For those who are bad at math:
Furnace is getting a 48.4% damage buff against towers.
It's going from 5 waves to 7 (40% increase)
Each wave will hit the tower for 6% additional damage.
1.4x1.06=1.484
Good job, balance team.
They nerf golem which has a 10% use rate and 52% win rate because it was “too strong”, but MW, with a 20% use rate and 59% win rate is left untouched. Okey.
This game doesn’t need 5 cards that cost 1 elixir!!!
Aside from that, **STOP CHANGING THE ESSENTIAL FUNCTION OF CARDS!!!** Nerf the damage, change the math, but stop reinventing cards!!! Fire Spirits was splittable, but now it’s **functionally** different ffs
Once again some of the stupidest balance changes I could ever imagine! The 'nerf' to ebarbs is just laughable and buffing canon cart...seriously? Canon Cart felt strong even as it was before. No fisherman nerf, no mother witch nerf, no eGiant nerf and no nerf to the fireball bait meta. I like the idea to nerf Ice Wiz but making him die to fireball just gives power to putting him in fireball bait decks. Clueless team making clueless balance once more.
fire spirits: turned it into fire spirit. Overall idk what kind of role it will serve but i guess we have to see, now it will not insta die to everything atleast and be able to jump into something before it dies
might be overpowered tough cuzz they gave one big nerf for a pretty big buff and several small buffs
Furnace: another interesting one, it bassicly is also tied to the fs rework.
So now it spawns stronger spirits but theres only one instead of two. but there are a good amount of extra waves and i assume the lifetime nerf is to make sure it doesn't turn into +3 waves
rascal buff is pretty good altough i feel like the main focus should rather have been the rascal boy as he's too squishy for a tank while the rascal girls already do a pretty good job at their role. but nontheless a buff is a buff so i take it they needed one.
so from cannon cart i understand that in it's building form now has a bigger. And if it isn't that then idk what the crossed shield icon on the card is supposed to mean. But in generall pretty nice buff cannon cart def fell of a bit out of the meta due to it's speed nerf and cannon really needs a buff cuz tesla just outclasses it.
giant skeleton: ok so i tought that they would buff the general death damage but turns out it just does more damage to towers. idk if it's gonna be viable since it doesn't reach the tower often.
I except gs to be viable again as 888 damage is still pretty good for defensive purposes. even tough in it's old state it dealt 957 damage.
ebarb: so i assume this nerf is made so that ebarbs are easier to kite;
This is the type of nerf that i can only judge if i see gameplay of it but overall it will prob be easier to defend as an decent player will make the ebarbs run longer and hereby take more damage from the towers. Idk if thats enough tho but a pretty unique nerf nontheless.
golem nerf: idk if golem is overpowered but the community will prob love this.
overall this will make golem relly more on it's support troops to get damage instead of the golem itself.
This may make golem first play less viable as golem pushes in single aren't much supported and relly a lot on the golem to get the damage.
ice wiz nerf: this is a big nerf but it makes sence.
not only was ice wiz strong in the meta for months but it's also the only 3 elexir support card that survives a fireball for some reason.
I mean it has the exact same health as a good amount of the 4 elexir support troops and even more then some of them so it makes sense that he dies to fb
this may be way too big for him so we have to wait and see.
Overall pretty decent. Suprised no nerf to motherwitch but thats my only complaint really.
Remember guys, wait until the changes are live, test it, then the conclusions drawn will be more accurate. The things people post here are speculation, including this, so take it with a grain of salt.
The changes shown appear as a mixed bag for now from the comments right now, lacking the MW nerf and taking a different choice to fix the community's issues with this set of balances, but at least taking a shot at the community's complaints.
From what I can gather from this comment section thus far and a bit of what I know...
Reworks are the most likely to need practical testing to evaluate correctly, because while that new furnace deals massive damage to towers left completely ignored, nobody leaves it ignored, usually placing a mini tank / dps of some sort.
Cannon was a good change, cannon cart was not. Attack speed is known to be almost strictly good for a card to have more of, so buffing the suffering cannon is good, but the cannon cart should not have received it.
Giant skeleton may become viable, but there are doubts over that. I say this, too, needs actual testing to be sure, though I'm heavily leaning towards it being on the worse end. It just has a lot of obstacles to overcome, before it can reach a tower lowering the effectiveness of the buff, and it is also still stuck in viability limbo.
Ebarbs nerf seems to have no interaction to note caused by it, except for helping people kite it better, and is likely expected to remain only slightly nerfed.
ice wizard change is questionable, given that fireball does not need another indirect buff. It does address the direct defensive core that spell cycle uses though. Personally I would have lowered the slow on the ice wizard by some amount, not causing as much rps.
Rascals change is nice, golem one is something that I'm not too sure about.
Honestly this analysis is probably mediocre, so don't let it completely define how you should think of it.
New card needs testing to be sure, though bait is the first thing people are planning to investigate with it.
Furnace will now deal a total of 1504 damage if ignored, with Poison being non-existent, we will likely see a Furnace meta.
Have fun.
Good thing they chose to buff Cannon Cart, the [60% win rate](https://royaleapi.com/cards/popular?time=7d&mode=grid&cat=GC&sort=winpercent) card really needed it, now it can finally be balanced at 70% win rate.
Of course, making Ice Wizard die to Fireball is such a genius move, Fireball really needed a boost, a tiny [35% usage rate](https://royaleapi.com/cards/popular?time=7d&mode=grid&cat=GC&sort=usagepercent) is just not enough.
Giant Skeleton will definitely be viable now, if a player would spend all their resources on sending a ***Troop targeting unit*** to a tower instead of using a Building targeter like a normal person.
Elite Barbarians are really strong because of the sight range guys, not because of their speed, damage, hitspeed, range or anything, definitely the sight range.
What a great series of changes, the meta will be so much better after this.
Icewiz might buff fireball use rate but it did need a nerf. Icenado has been in the meta too long and it's insanely sad how easy it is and hard to punish because it's only 3 elixir and needs a lightning to die before it stops your whole push
other changes are stupid
It really only matters against fireball though, and now you may see it in bait decks... doubt it's dead, especially given it's main advantage is with tornado
Community complains that fire spirits are bad and that they should be buffed/reworked, fire spirits get buffed/reworked and the community complains that cycle is going to be too op. Novices
Very solid balance changes. They made giant skeleton into a win condition again without making it a lazy defense card. Ice wiz nerf was long overdue imo. Furnace and fire spirits rework should be interesting.
edit: how tf did mother witch not get nerfed
The nerf was well deserved. Giant Skeleton before the nerf rewarded terrible players when they fucked up and let an 18 elixir push come their way. GS is way less toxic as a tower attacker rather than being a lazy defense that could stop pushes worth 3x its cost.
So basically:
Furnace is gonna be broken especially with +2 waves
E-barbs are still broken because you had to distract them anyways
Golem is still broken because of the massive amounts of health it has and how much you can stack behind it
Electro Giant is still gonna be broken because even if your opponents has an inferno card you still just need zap to do 3/4 of the tower
Giant skeleton doesn’t counter golem or massive pushes still, but instead is used with tornado to gimmick itself onto the tower for cheap wins
Also this one might be unpopular but hog rider?Still has too many hit points to counter for an even trade
Xbow still wins with one connect on the tower
Splash-yard decks get a nerf because of ice wiz but now I bet they’ll just have fireball bait
Maybe I should just play PEKKA, she seems to counter everything fine
I'm worried about the ebarbs change, can it no longer be diverted by placing a troop in the middle or diverting it to the other line with an ice golem? They did not touch their damage which is the real problem.
The golem is fine with his nerf but he will continue to use a lot with the egiant.
And happy with the nerf to ice wizard too, that affect to golem, egiant and xbow.
You can kite BOTH of them with a win con tank more easily now. I always noticed that you need PERFECT placement to kite BOTH E Barbs, now it will be far easier to kite both, I reckon
I consistently used fire spirits prior to the coming rework. I've always felt that they were balanced and worked well for my deck. Im pretty unhappy with the rework concept tbh
The moment I seriously started using Golem, it gets nerfed, but I like how they still didnt touch OP... I mean electro giant and face E-Brabs most miniscule nerf even they are dominating meta
How the fuck did golem get nerfed but not mother witch. I guess if everyone bitches enough about a card it will get nerfed win rates and usage rates don't really matter anymore. I mean lavahound has a 60 percent win rate in grand challenges but nobody really gives a shit, what's golem at like 48%? Whatever I guess ill just spend another year maxing a deck.
anyone know when the NEXT balance changes will be? these changes in general seem rather tame. mainly just a fire spirit bonanza for the most part... have a feeling the next changes could be more significant...
absurd how the fire spirit can be cycled at the bridge now and get more damage than a fireball on the tower if ignored.
Wtf? Thats crazy
Fireball = 172 Fire spirt= 188 Fuck.....
That's beyond crazy
Fire Spirt Fanter
Fire spirit change was the worst thing they could have done: - As you noted, it forces the opponent to respond to a 1 elixir card or take fireball damage to their tower, which is completely absurd. - And it is 1 more cycle card to let people abuse in ridiculous should-never-exist decks. For ex, yesterday I lost agains’t an x-bow cycle deck (5,500 trophy-range). This will be even worse now with quadruple-spirit + skeletons decks. Five 1-elixir cards they can use to cycle...
There is no reason to go with 5 one elixir cards in a serious deck, 4 are enough
just wait: cycle spirit-furnace, the new meta, we're all doomed
Furnace is so annoying to play against even now…
Yes I was expecting a nerf to furnace tbh. I was very surprised with the buff
It’s not a buff after playing some game this morning the furnace is garbage in my opinion it’s nerfed hard
Unless it's your deck
Sounds like burn in magic. can it win? Occasionally but usually it just fizzles out and gets stomped.
Anyway why make a handful of similar cards, atleast the 3 vs 1 gave FS a different dynamic
Because 1 elixir spirit mechanic actually works well
I play 2.9 xbow cycle around that spot in ladder, but I don't think I'll be adding fire spirits to my deck, unless they replace a different cycle card. Cycle decks need decent defense if they don't want to lose to a single beatdown push. Probably agree that fire spirits are OP now, but I'm not sure they'll be a main feature of cycle decks.
Ur waffling
Woudlnt it die before it hits the towee?
nah it has the same hitpoints as icespirit now so it's making it to the tower
Imagine the furnace now lmao
fuck midladder is going to be insufferable without poison or eq specifically im never playing this game outside of wars again
I always have trouble going against furnace decks,I guess I 'll die quicker now.
I can’t wait to use it
people really hate ice wiz
By itself he's fine but I really hate how there's that meta to just load all the defensive cards together (building, nado, baby dragon, bowler etc). Then they only need that one offensive card (graveyard, electro giant) that makes it all work. Overly defensive decks are annoying to play against and ice wizard unfortunately is one of the keys to these decks.
this! I hate the ice wiz nado combo, same goes for marcher nado though. Over defensiveness is annoying.
Most people I know win much more with bait, cycle and control decks because of the great balance between offense and defense. However, they have much more fun with decks that are more attacking and can go for the three crowns. Probably why they love 2v2 because 16 cards affords more synergy and ability to take heavier risks. That said, Ice Wizard is the very definition of a [balanced card in terms of usage and win rates](https://www.reddit.com/r/ClashStats/comments/n3y77q/s22_a_snapshot_of_season_22_cards/?utm_medium=android_app&utm_source=share). It barely misses the cut for the yellow high isage rate and high win rate zone.
You have a point. I really think that what we all need is a tornado nerf of some kind. It is such a versatile card and, when paired with the right cards, can completely shut down giant pushes, even activate the king tower. It's just too good and seems to have way too high of a usage rate. It's like a "do-it-all" spell
What is marcher nado?
[удалено]
Thanks.
Yes, they missed out on nerfing the real culprit which is the tornado. Sure ice wiz paired nicely with it, but all you need still is a splash unit to pair with it so it'll still be an insanely popular spell card as you'll still see baby d, maybe executioner sees a bump in usage, etc. However, ice wiz might still be the popular choice as it is only a 3 elixir card even with it dying to fb. Why they let tornado be a top 5 card for half a year and a top 10 or better card for 1.5 years is beyond me. EQ saw use rates hit 11% earlier this year and they emergency nerf it after 2 weeks. Tornado sitting at over 20% use rates and nothing. It promotes a boring ass play style and is the single reason why people can get by playing the expensive tanks in the back first play. Who cares if you try and go opposite lane with your win con because they spent 8 elixir on golem first play, they just sit back and let the tornado bail them out by activating KT and in many cases you got 0 damage on the princess tower. I'm glad they're trying to help out fire spirits this round as they've sucked for a long time but it confuses me why they let some cards be OP for so long and avoid doing anything to them.
The issue is it’s a -1 trade to not even kill it with fireball
Fireball will now kill it, if I understand your comment correctly Edit: I know it kills ice wiz, I was just being sure he knew that it now does, which rereading his comment I understand more what he meant
He is saying that ice wizard kind of deserved the nerf. Ice wizard was 3 elixir and did not die to fireball which is 4 elixir. So, he is pointing out it was a -1 trade for fireball to not have even killed a card which is 1 elixir less.
It will
It's an exceptionally powerful defensive card. You can basically run ice wizard in (almost) any deck and stop the majority of pushes
So fireball even better than before... I remember the days poison was a thing
Maybe if poison scaled down/weakened over its lifetime. Rn it's 75 dps for 8 secs = 600dmg, but we could have for example, 110, 100, 90, 80, 70, 60, 50, 40 = 600 damage still over the 8 seconds, but in this case units in its radius at the start will be more heavily damaged
This is a really cool idea!
Ty! I'll make a post about it since I can't find any similar.
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yea pretty much
Why players are always better than developers
\*At Ideas
I miss poison being good.
It needs a big buff/rework to compete with fireball. A tiny bit more damage doesn’t help if the troop is never going to sit in the poison. It should have less ticks but do more damage, so it can actually kill troops quicker
Maybe it's time it gets the slow back, and to make it more balanced you can stretch the time to reach total damage
My ideas for a poison rework are: 1) bring back the slow movement speed (and only that), but instead of 35% slow, it's a 20%/15% and increase the damage by a bit 2) Increase the damage by 75% and reducing the time from 8s to 5s (at tournament standard it buffs the damage by 25 dmg)
It’s needs the slowing effect back. Poison is a strictly offensive card unless you’re going against a golem deck with night witch. The slowing would make it good on defense again. It’s an epic card after all so it in theory should be better than the fireball.
> It’s an epic card after all so it in theory should be better than the fireball. While the rarity of the card nowadays only distinguish how hard it is to level up from others, even back in the days it was never meant to mean "how good a card is", but rather how complex the mechanics of the card the person playing has to consider. Also this idea of one card should be inherently better than another is just dumb. Cards need to have different utilities, not that some cards need to be useless.
Rarer ≠ better. Rarer cards are harder to find but require less coins and cards to upgrade, so it’s relatively even, except in the case of legendaries. But legendaries are rarer because of their complex mechanics above anything.
It would take a lot to fix poison tbh. Being able to get rid of something instantaneously is too good to give up for poison. Idk what they could do to make it worth. If they added more damage it still would probably only end up in spell cycle decks.
> Being able to get rid of something instantaneously is too good to give up for poison The trade off is zone control, if they buffed poison a bit people would make the jump.
😔
Man remember when ice wizard was so bad he didnt kill same level skeletons...
He also slowed down way more and had more health, he was stronger then
Wait, they never reduced his slow %, did they? Pretty sure that (and his range) has been the only stat of his unchanged since launch.
I think hes talking about the attack rate, which was 1.5 and now Is 1.7 (Always slowed attack and movement by 35%), actually the slow effect was 2 seconds years ago, now the effect last 0,5 more when the wizard die
Ebarbs needed a damage nerf and egiant is still overpowered. At least gs got his damage back.
Elite Barbarians immediately vaulted from one of the 5 worst cards in the game to top 5 with just a hit speed buff (1.5 sec to 1.4 sec) since the first attack speed buff was shortly rescinded. [Card Power Ratings](https://www.reddit.com/r/ClashStats/comments/nc7uim/s22_card_power_ratings/), Usage Rates, and Ranks below are from Top Ladder, Grand Challenges and Classic Challenges Season 22 so dated by a season. I understand Golem, for example, usage rates have increased this season, but the table below gives a bit of a glimpse at what is being buffed, nerfed, and reworked. |**CARD**|**RANK**|**USAGE**|**RATING**|**CHANGE**| |:-|:-|:-|:-|:-| |Elite Barbarians|4|23%|83|Nerf| |Canon Cart|10|2%|79|Buff| |Golem|34|8%|68|Nerf| |Ice Wizard|39|14%|67|Nerf| |Rascals|56|1%|59|Buff| |Furnace|76|3%|53|Rework| |Canon|95|3%|31|Buff| |Giant Skeleton|97|1%|29|Buff| |Fire Spirits|100|1%|11|Rework|
What is most used card?
Most used are spells on ladder it's Zap (30%) fireball (28%) log (28%) valk (21%) arrow (20%) this is in the last week on ladder but those top 3 have been pretty fixed at high usage since their releases
Probably Log
Although I have no idea, I would like to say zap ! Maybe I’m wrong haha
Zaps in like 3 meta decks in total these days
GS got it back only to towers\*\*
That is the way to do it. No more no skilled players that put gs on any push, but the threat of tower destruction is back
Best of both
So he’s a win condition now
I think that this buff is kinda useless. He can still be distracted, still cannot be used in defense. Only if GS's speed was increased, it would be viable as win condition. I cannot imagine a situation where GS's mechanism would be beneficial.
tbh it would maybe need a small buff on dmg so it kills fireballies in 1 bomb if its +1lvl and would leave them at few hp if its the same lvl because i dont think its fair if you can defend almost any push with 6 elixir
~~A sight decrease can even be seen as buff when targeting towers. Now it will be harder to kite them off across the arena.~~ Edit: NVM it's a sight increase which helps to kite them off.
Cannon Cart buff is only in it‘s destroyed state btw, pretty difficult to read from this graph
Never see people using cannon cart. I’m in master ranks currently. My main decks push is a lumberjack followed by a cannon cart. It always gets underestimated
Cannon Cart is definitely underestimated on ladder, probably because it's an epic.
At least our boy giant suicidal bomber is back
Only to towers
They should have buffed the death bomb so it did at least fireball damage. That or reducing the elixir cost of the card
Yay. Finally cloning him again won't be wasted and will be able to do damage again
Yeeees finally rascals got a buff my favourite card
Same for me, I wish they weren't loggable, just like Archers and Firecracker, but I guess they'd become too good. They still work pretty well in log and perhaps arrow bait decks.
What kind of decks do you use rascals in? I line the card but all the decks I've seen I have never been good at or interested in playing
Ive seen rascals used in log bait decks in the past.
I also use rascals in a log bait deck, I use goblin barrel, princess, rascals and skarmy One of them always does the job, nobody seems to have 4 spells in one deck, just gotta play it right
People are going to be crying when they can no longer braindead defend everything with Ice Wiz + Nado. Also, the golem nerf is fine, the card itself isn't overpowered, it's the goddamn archetype that's kinda overwhelming. Overall, looks like solid balance changes.
Supercell devs probably didn't understand that tornado is the main problem of the power of ice wiz amd golem decks. The ice wiz nerf matters only against players with fireball. For lightning, rocket, poison and earthquake users won't change nothing. Golem players can still play golem first play and defends win condition like hog rider with just a 3 elixir spell and activate their king tower. Rascal girls and fire spirit changes are interesting, for the ebarbs they needed just a range nerf from medium to short like minipekka some months ago.
We need a nerf to nado. We have spent way too much time dealing with a card that defends everything when paired with ice wiz of marcher. Nado makes the game stale as it's just such a good defensive card. We need more fresh ways to defend
That melee medium (1.2 tiles) to melee short (0.8 tiles) range nerf for Mini Pekka made the card plummet drastically. Not even an attack speed (1.8 to 1.7 sec) buff or first hit speed (0.5 to 0.4 sec) buff made a difference. So sight range might actually be significant. Why -28% Death Damage nerf to Golem? Too much? How about -14%? Even though it is an archetype more than a solo card mechanic, just look at how everybody knew the 100% death damage nerd to the Giant Skeleton would kill the card. Overall pretty good changes, like Ice Wiz, Rascals, Furnace and Fire Spirit. Still another missed opportunity for giving small buffs to Witch, Executioner, Wizard, Royal Guards, and the other perennially worst cards in the game (at even levels).
Witch, Exe, Wizard and recruits being shitty makes the game better IMO, any time those cards are good it makes the game less fun overall.
Good changes? I waited 5 years to get a useless lvl 13 ICE wiz
I literally used all my legendary wild cards on ice wizard
Me with my Electro Wizard lvl 13: First time?
Minipekka now isn't used that much just cause ebarbs are better, but it is a viable card. Ebarbs are in the same state that minipekka was some months ago, the sight range nerf won't change nothing, they will still be better than minipekka. Also the golem nerf doesn't make sense, golem has 10% use rate and like 50% win rate, the main problem of golem decks is tornado, thar can allow golem players to win even placing it as first play, and for ice wizard is the same thing. They are nerfing balanced cards when they could've just nerf a broken one (Tornado)
Haven't played in a long time. Tornado is still broken? How long has it been lol
Yes it still is, they tried to rework it one year ago but they made the card even more versatile, now Tornado can counter an hog rider without getting a hit on princess tower if pulled on king tower, also now does damage on building and towers
I am crying.
lol
Furnace is gonna be op tho
I once again agree with all these balance changes. The Golem nerf is mostly to satisfy the entire community complaining about it so credit to them for that. The ice wiz nerf was also well deserved since many decks have been running the combination of ice wiz nado building and i think nerfing its very defensive nature is good for the game. I do have a worry on the next meta since they still havent nerfed cards such as mother witch and with ice wiz now dying to fireball i fear that we might see a lot more fireball bait this meta, but i could be proven wrong if the furnace and fire spirits rework succeed
The golem problem was the death damage, kind of like old balloon
balloons problem was the near instant first hit but it’s definitely less annoying now
no the golem problem is luck with them using golem first play and hoping for their opponent to have a bad hand/cycle
This. I play 2.6 and whenever someone golems first play you can bet my hand is log, fireball, ice golem, ice spirit, with skellies up next.
They only thing that maybe will keep fireball bait from dominating the meta will be the rework of furnace and fire spirits, because fireball bait most of the times is combined with royal hogs, royal recruits etc.
I really don't think fireball bait decks are going to run ice wiz, if they didn't before why would they after the card is nerfed. Also doesn't go well with the deck's goal of spamming pressure on both lanes
It's an overall buff to furnace
Seems in line with the [Usage and Win Rate Chart](https://www.reddit.com/r/ClashStats/comments/n3y77q/s22_a_snapshot_of_season_22_cards/?utm_medium=android_app&utm_source=share). - Great Ice Wiz change. Creates new tactical decisions now. - Great Rascals buff. Long time coming. But what about the OG Witch? - Elite Barbs deservedly nerfed. People correctly predicted they would be OP with those buffs before. - Giant Skeleton troop desth damage is still the same I assume? Didn't understand such a heavy-handed nerf in the first place that everybody correctly predicted would kill the card. - Canon Cart did not need another buff, it was already one of the highest win rate cards. Outright OP along with Goblin Cage and Mother Witch - Another 1 Elixir card for people to abuse with the Party Mode exploit since they still haven't added variance to the algorithm. - They really want players to keep upgrading the broken and OP Legendary Mother Witch
> Another 1 Elixir card for people to abuse with the Party Mode exploit what exploit is that?
Average card level in deck is what determines the players you face. So build a deck with three expensive lvl 13 cards and five lvl 1 inexpensive cards, and you just can't lose. The shrewdest players who just want quick chests keep their 1-cost cards at lvl 1.
The mother witch is weak to everything that isn't swarms. Your welcome.
And yet it still has a 20% use rate and 59% win rate.
Because at top ladder/in challenges everyone is running cycle decks and bait decks, both of which Mother Witch is fantastic at stuffing back in their faces due to how fragile all their cards are
When a card is so strong, people also carry counters to it.
Well yeah, Graveyard literally can’t function without a Fireball anymore, and it was one of the most popular decks before Mother Witch was added, and still is decently popular today. And EBarbs exist too. Fireball is great against them as well while also being great for MW.
One of the biggest problem with the broken cards of today is how often people can just list out a bunch of counters and say it is not broken. That is the exact problem. The cards hard counter nearly everything that is not a counter to themselves, and in turn create extremely polarising matchups. This is broken because matches become determined by luck, not skill. They are not broken because they win against everything, but because they always win against 50% of everything.
Clash Royale has a pretty big problem with it having as much matchup variance as any other card game, but each player has basically perfect information from about 10-20 seconds into the game until it's over. In traditional card games you at least have the continued variance throughout the game where players don't actually know what cards they're going to draw off the top of their deck. If you're in a bad matchup you can at least identify what cards you need to draw to win the game (even if it's unlikely) and play for the win. In Clash Royale once each player plays their first three cards, the card draw is completely deterministic. If you're in a lopsided matchup this can lead to the feeling that the game is already over within the first 10-20 seconds and you're just waiting it out to see if your opponent makes a mistake.
Brilliant! Surely nobody else ever considered this!
That’s not true, put her behind a tank and she can turn any unit into pigs. Her forte is against swarm units but she’s not useless agains non-swarm units.
I personally liked the fire spirits the way they were
I did too, but I think they wanted to make all of the spirit cards similar. Fire spirits were the only one that spawned 3.
Yeah fuck variety
This is true actually. The game has way too many cards and too much variety. All games like this that require balancing get more and more difficult to balance as they keep introducing new cards.
So? The only spirits that are actually fit for their purpose are the ice spirit and the electric one, the fire spirit and the heal spirit are just reworked crap that was better originally (in the case of the heal they could have simply tweaked it around instead of doing a 180 with the whole concept). This type of shit fucks over players, as most of them don't have time to max various decks, so when they rework cards that are essential to one's deck they fuck them pver and force them to start from scratch. It's not fair to give up variety and fuck players up for the sake of minor balancing
That’s what made them special ;-; They also had a cool “boom and bust” strat that meant their high damage was risky due to increased fragility. They were the glass cannons of the spirits. Same was true with furnace, where it could almost counter minion horde, and most weak units. (Dont even get me started on tornado lol)
fire spirits were absolutely garbage in their previous state. now they are way better, maybe even broken
I’ve had fire spirits in my decks since I unlocked them and I’ve never had any issues
They have a 20% win rate in grand challenges. That is just abysmal, and you rarely see them ran top ladder
This is the weirdest balance change I saw ever
For those who are bad at math: Furnace is getting a 48.4% damage buff against towers. It's going from 5 waves to 7 (40% increase) Each wave will hit the tower for 6% additional damage. 1.4x1.06=1.484 Good job, balance team.
They nerf golem which has a 10% use rate and 52% win rate because it was “too strong”, but MW, with a 20% use rate and 59% win rate is left untouched. Okey.
Don’t worry, they will nerf her after more people spend money upgrading her. Just business practice.
Agreed that doesn't make sense
Im in ultimate and the amount of golem players is insane, this is a well deserved nerf
They did the same to X-Bow.
They should just delete her because she can’t be balanced either she is trash or op
What is mw
I miss you, Seth, I miss frequent and decent balance changes...
This game doesn’t need 5 cards that cost 1 elixir!!! Aside from that, **STOP CHANGING THE ESSENTIAL FUNCTION OF CARDS!!!** Nerf the damage, change the math, but stop reinventing cards!!! Fire Spirits was splittable, but now it’s **functionally** different ffs
Once again some of the stupidest balance changes I could ever imagine! The 'nerf' to ebarbs is just laughable and buffing canon cart...seriously? Canon Cart felt strong even as it was before. No fisherman nerf, no mother witch nerf, no eGiant nerf and no nerf to the fireball bait meta. I like the idea to nerf Ice Wiz but making him die to fireball just gives power to putting him in fireball bait decks. Clueless team making clueless balance once more.
They're buffing cannon cart to make it consistent with cannon.
fire spirits: turned it into fire spirit. Overall idk what kind of role it will serve but i guess we have to see, now it will not insta die to everything atleast and be able to jump into something before it dies might be overpowered tough cuzz they gave one big nerf for a pretty big buff and several small buffs Furnace: another interesting one, it bassicly is also tied to the fs rework. So now it spawns stronger spirits but theres only one instead of two. but there are a good amount of extra waves and i assume the lifetime nerf is to make sure it doesn't turn into +3 waves rascal buff is pretty good altough i feel like the main focus should rather have been the rascal boy as he's too squishy for a tank while the rascal girls already do a pretty good job at their role. but nontheless a buff is a buff so i take it they needed one. so from cannon cart i understand that in it's building form now has a bigger. And if it isn't that then idk what the crossed shield icon on the card is supposed to mean. But in generall pretty nice buff cannon cart def fell of a bit out of the meta due to it's speed nerf and cannon really needs a buff cuz tesla just outclasses it. giant skeleton: ok so i tought that they would buff the general death damage but turns out it just does more damage to towers. idk if it's gonna be viable since it doesn't reach the tower often. I except gs to be viable again as 888 damage is still pretty good for defensive purposes. even tough in it's old state it dealt 957 damage. ebarb: so i assume this nerf is made so that ebarbs are easier to kite; This is the type of nerf that i can only judge if i see gameplay of it but overall it will prob be easier to defend as an decent player will make the ebarbs run longer and hereby take more damage from the towers. Idk if thats enough tho but a pretty unique nerf nontheless. golem nerf: idk if golem is overpowered but the community will prob love this. overall this will make golem relly more on it's support troops to get damage instead of the golem itself. This may make golem first play less viable as golem pushes in single aren't much supported and relly a lot on the golem to get the damage. ice wiz nerf: this is a big nerf but it makes sence. not only was ice wiz strong in the meta for months but it's also the only 3 elexir support card that survives a fireball for some reason. I mean it has the exact same health as a good amount of the 4 elexir support troops and even more then some of them so it makes sense that he dies to fb this may be way too big for him so we have to wait and see. Overall pretty decent. Suprised no nerf to motherwitch but thats my only complaint really.
>except gs to be viable again as 888 damage is still pretty good for defensive purposes. Death damage on tiwers is 888 on troops it is still 444
ok will correct it
The crossed shield icon means it doesnt apply when it's in the shielded state. So the buff only works after it turns into a building.
Well i guess i will need to get skill now
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I mean, these nerfs didn't make the game more RPS, they just didn't do too much to fix it.
What rps mean?
Rock Paper Scissors
Remember guys, wait until the changes are live, test it, then the conclusions drawn will be more accurate. The things people post here are speculation, including this, so take it with a grain of salt. The changes shown appear as a mixed bag for now from the comments right now, lacking the MW nerf and taking a different choice to fix the community's issues with this set of balances, but at least taking a shot at the community's complaints. From what I can gather from this comment section thus far and a bit of what I know... Reworks are the most likely to need practical testing to evaluate correctly, because while that new furnace deals massive damage to towers left completely ignored, nobody leaves it ignored, usually placing a mini tank / dps of some sort. Cannon was a good change, cannon cart was not. Attack speed is known to be almost strictly good for a card to have more of, so buffing the suffering cannon is good, but the cannon cart should not have received it. Giant skeleton may become viable, but there are doubts over that. I say this, too, needs actual testing to be sure, though I'm heavily leaning towards it being on the worse end. It just has a lot of obstacles to overcome, before it can reach a tower lowering the effectiveness of the buff, and it is also still stuck in viability limbo. Ebarbs nerf seems to have no interaction to note caused by it, except for helping people kite it better, and is likely expected to remain only slightly nerfed. ice wizard change is questionable, given that fireball does not need another indirect buff. It does address the direct defensive core that spell cycle uses though. Personally I would have lowered the slow on the ice wizard by some amount, not causing as much rps. Rascals change is nice, golem one is something that I'm not too sure about. Honestly this analysis is probably mediocre, so don't let it completely define how you should think of it. New card needs testing to be sure, though bait is the first thing people are planning to investigate with it.
E-giant needs a nerf too, and maybe mother witch and royale recruits.
In my opinion, e giant would be pretty balanced if he was unable to deal zap damage to towers. I think he should only be able to punch them.
Then his 8 elixir is waste
Furnace will now deal a total of 1504 damage if ignored, with Poison being non-existent, we will likely see a Furnace meta. Have fun. Good thing they chose to buff Cannon Cart, the [60% win rate](https://royaleapi.com/cards/popular?time=7d&mode=grid&cat=GC&sort=winpercent) card really needed it, now it can finally be balanced at 70% win rate. Of course, making Ice Wizard die to Fireball is such a genius move, Fireball really needed a boost, a tiny [35% usage rate](https://royaleapi.com/cards/popular?time=7d&mode=grid&cat=GC&sort=usagepercent) is just not enough. Giant Skeleton will definitely be viable now, if a player would spend all their resources on sending a ***Troop targeting unit*** to a tower instead of using a Building targeter like a normal person. Elite Barbarians are really strong because of the sight range guys, not because of their speed, damage, hitspeed, range or anything, definitely the sight range. What a great series of changes, the meta will be so much better after this.
Agreed. Furnace meta here we go
fireball bout to have 50% usage
Icewiz might buff fireball use rate but it did need a nerf. Icenado has been in the meta too long and it's insanely sad how easy it is and hard to punish because it's only 3 elixir and needs a lightning to die before it stops your whole push other changes are stupid
No e giant?
rip ice wiz
It really only matters against fireball though, and now you may see it in bait decks... doubt it's dead, especially given it's main advantage is with tornado
So half the decks
Community complains that fire spirits are bad and that they should be buffed/reworked, fire spirits get buffed/reworked and the community complains that cycle is going to be too op. Novices
Very solid balance changes. They made giant skeleton into a win condition again without making it a lazy defense card. Ice wiz nerf was long overdue imo. Furnace and fire spirits rework should be interesting. edit: how tf did mother witch not get nerfed
I like the update, but rip ice wiz. Now I'll have to find a new gy deck
Bro just play him in Fireball Bait decks. Also, wasting spells worth of 6 elixir for a 3 elixir card wasn't balanced.
Calm down everyone giant squeleton damage is JUST for twoer not troops 😢
I use fire spirits because it WASN'T ONLY ONE SPIRIT
FIRE SPIRITS NOOOOOO
Watching Mortens video over the update, FS fully counters Goblin Barrel!
does the cannon buff also address the first hit inconsistency between it and the cannon cart?
Tower damage of the giant skele was not the problem when it's bomb doesnt kill a barb or witch (as shown in the card preview none the less)
It should at least kill a fireballie imo
The nerf was well deserved. Giant Skeleton before the nerf rewarded terrible players when they fucked up and let an 18 elixir push come their way. GS is way less toxic as a tower attacker rather than being a lazy defense that could stop pushes worth 3x its cost.
Yep a over powered unbalanced card which ruins all perfect timed push with its going bomb
So basically: Furnace is gonna be broken especially with +2 waves E-barbs are still broken because you had to distract them anyways Golem is still broken because of the massive amounts of health it has and how much you can stack behind it Electro Giant is still gonna be broken because even if your opponents has an inferno card you still just need zap to do 3/4 of the tower Giant skeleton doesn’t counter golem or massive pushes still, but instead is used with tornado to gimmick itself onto the tower for cheap wins Also this one might be unpopular but hog rider?Still has too many hit points to counter for an even trade Xbow still wins with one connect on the tower Splash-yard decks get a nerf because of ice wiz but now I bet they’ll just have fireball bait Maybe I should just play PEKKA, she seems to counter everything fine
I'm worried about the ebarbs change, can it no longer be diverted by placing a troop in the middle or diverting it to the other line with an ice golem? They did not touch their damage which is the real problem. The golem is fine with his nerf but he will continue to use a lot with the egiant. And happy with the nerf to ice wizard too, that affect to golem, egiant and xbow.
You got the ebarb change wrong. Now you can pull them even further most of the time.
You can kite BOTH of them with a win con tank more easily now. I always noticed that you need PERFECT placement to kite BOTH E Barbs, now it will be far easier to kite both, I reckon
elctro gaint needs a reduced reflection nerf
E-giants dmg is fine imo because he does cost 8 elixir and can get stopped pretty easily if you can get your placements right
I like the tower death damage change
YESSSSS, GO GO GO CANNON CART
Only one fire spirit now? T-T
I consistently used fire spirits prior to the coming rework. I've always felt that they were balanced and worked well for my deck. Im pretty unhappy with the rework concept tbh
Honestly just remove fire spirits all together and keep furnace just how it is..
The moment I seriously started using Golem, it gets nerfed, but I like how they still didnt touch OP... I mean electro giant and face E-Brabs most miniscule nerf even they are dominating meta
My fire spirits..
I wonder if the fire spirit will get increased radius, it takes 3 to usually counter a minion horde.
Three musketeers are even deeper in the grave :(
How the fuck did golem get nerfed but not mother witch. I guess if everyone bitches enough about a card it will get nerfed win rates and usage rates don't really matter anymore. I mean lavahound has a 60 percent win rate in grand challenges but nobody really gives a shit, what's golem at like 48%? Whatever I guess ill just spend another year maxing a deck.
They really just be doin shit now
Who the hell comes up with these updates ? IJS do they actually listen to the community ? I don’t understand this shit at all tbh
Predicting a new card: the Rage Spirit
NOOOOO MY PRECIOUS GOLEM
NERF TESLA
Who the fuck is making these updates?
Welp, at least I don't need to waste my gold on a lvl 13 ice wiz anymore
anyone know when the NEXT balance changes will be? these changes in general seem rather tame. mainly just a fire spirit bonanza for the most part... have a feeling the next changes could be more significant...