I know it's still a little soon to be making balance threads (not even a week after the recent update as I'm writing this), but though the newest balance changes are awesome, there are still a few key things the balancing team needs to consider. Some of these suggestions are copied from my original balancing thread, but there are definitely some notable changes.
Mega Knight - spawn damage decreased by 33%
He's a defensive monster right now because of his spawn damage. He's handled easily on the opponent's side with the right cards, but there's no stopping him on his own side of the arena.
Royal Ghost - invisibility reactivation time increased from 0.7 to 1.2
What makes him powerful is his ability to slip back into invisibility quickly after killing an enemy troop. This nerf makes him easier to stop on defense because he'll be vulnerable for much longer after defeating an enemy.
Zappies - damage increased to ACTUALLY BE USEFUL, charge time decreased by .4 seconds
What does the stun really do? They only hit ground troops and have to charge up before doing anything. At least increase their damage to one shot spear goblins, and give them a useful hitspeed. Yes, they all stun, so they can disable an enemy, but they tend to hit the enemy all at once, and their stun effects don't stack.
Also, there's an experimental change I want your opinion on: should they have a faster move speed? This means they translate into a counterpush easier, and they can actually act as support.
Lightning - radius increased to previous size
Pretty obvious. Lightning is dead now and just received another nerf along with the rest of the direct damage spells. Give Lightning its radius back - Golem Lightning Lumberjack decks won't be OP because Elixir Collector is weak and P.E.K.K.A. is still strong. Oh yes, and the number of Wizards (all three of them) in the meta will greatly improve Lightning's usefulness.
Before the nerf to the collector, I considered lowering the cost of Lightning to 5, so it was a neutral trade with the pump and reflected Lightning's power with the decreased radius. But Lightning can fully shut down a pump now, so 5 elixir Lightning would give the Lightning user a positive trade.
Ice Wizard - minor splash damage and slowing effect on spawn with Zap radius
Electro Wizard has a spawn effect. Why don't the other two wizards? This new mechanic is to keep the wizard trio thematically consistent, and gives them more purpose.
Wizard - high splash damage on spawn about a third that of Fireball
Again, to keep the wizards thematically consistent. This also makes the Wizard more versatile, gives him more counterpush potential, and allows him to make positive trades even if he is later spelled down.
If spawn damage on a rare bothers you, keep in mind there are multiple legendary cards that have spawn damage, so it's not a legendary trait (it's not the trait that gives a legendary card its legendary status as it isn't unique).
Ice Spirit - splash effect changed from stun to slow
The Ice Spirit's 'freeze' is really just a long stun effect. Changing the effect from stun to slow greatly reduces its defensive power.
A slower stun effect wouldn't work well. It would still mean the Ice Spirit could completely freeze enemy troops - one elixir for a stun effect is much too cheap, considering how valuable a stun is.
Royal Giant - range decreased by 1 tile, hitpoints increased by 10 percent, hitspeed increased by .1% *changed to a rare card with gem refunds
Royal Giant is an interesting card - a ranged tank. Supercell tried to nerf it by decreasing stats like health, damage, and deploy time, but the card it still broken (not necessarily brokenly OP; there are things that need fixing). His long range means he can snipe a tower close to the bridge, where his support units can destroy any counter the opponent uses with little to no risk. Decreasing the Royal Giant's range means it takes him longer to reach the tower, and also allows Inferno Tower to be pre-deployed and still reach him.
The rarity change is obvious. Giant is a rare, so why isn't his brother? Common win conditions are too easy to level up. This fixes the RG's leveling problem.
I gave him a slight boost in health to balance this change and make up for some of the older nerfs that nerfed his health.
Elite Barbarians - speed changed from 'Very Fast' to 'Fast', health/hitspeed/damage boost
While removing the Elite Barbarians would still be my first choice, many people are uncomfortable with this idea, even with the gem refunds. I'm willing to give them a shot if this nerf is implemented.
While it may not seem like much, a Mini P.E.K.K.A.'s move speed is 'Fast', which means it covers 1.5 tiles in one second, while 'Very Fast' troops like the eBarbs cover 2 tiles a second. This is a 25 percent speed nerf and would stop eBarbs being spammed at the bridge and moving before the opponent has time to react, making them more defensive. A health boost or hitspeed boost would go along with this change.
Giant Skeleton - bomb radius increased by .2 tiles, death damage decreased by 5%
Sight range decrease was suggested by CWA's f2p guest. It's an interesting idea, but someone just recently gave me a better one in the comments below that greatly improves Giant Skeleton's offensive usefulness. The last buff to his hitpoints wasn't groundbreaking and didn't really change anything.
Dart Goblin - damage increased by 6%
If I'm not mistaken, this allows the Dart Goblin to two shot Minions. Nice little buff for an underused glass cannon.
Baby Dragon - hitspeed decreased by .2 seconds
Baby Dragon is supposed to be a splash air mini tank. It kills Minions in two shots, but the Minions surround the Baby Dragon, making the splash useless. This buff helps the Baby Dragon to actually do what it's supposed to do - be an air swarm counter.
Minions alternate direct nerf removed
Bomber - range increased by .5 tiles, hitspeed decreased by .1 - .3 seconds
Bomber is severely underused. He is a high damage ground splash troop, but he dies to air cards and is outranged by pretty much every ranged ground troop. The range is the biggest problem, but the hitspeed buff doesn't hurt either.
Heal - elixir cost changed to 2, slow heal becomes a burst heal that heals around 300 damage at tournament standard
CWA's rework. Heal is very situational and only works well with specific cards. This rework makes it usable with many other cards and still counters the same spells it did before.
Knight - health decreased by 6%
As a Knight user, even I agree that he needs a nerf. Incredibly versatile and offers an insane combination of health and damage for his cost. This health nerf should work nicely. The last hitspeed buff did absolutely nothing because his health is what makes him a real threat.
Night Witch - 3 bats on death
The last nerf to Night Witch killed her. This should make her viable again. Her legendary status is because she's a spawner troop with death spawn. Those two traits combined are what makes her great.
Electro Wizard - hitspeed decreased by .2 seconds, retargeting speed decreased by .2 seconds
His hitspeed is horrible now - he only counters cards that are weak to stun. This buff gives him back some hitspeed and also decreases his retargeting speed so he doesn't attack nothing anymore (because the troop he was targeting died).
Dark Prince - range (and 360 splash range) increased by .3 tiles
Ironically, swarms still counter him if played correctly, so an increase in melee range allows him to deal with swarms better. If the Prince gets a super long range because of his pointy stick, then Dark Prince should at least get a bit of extra range because of his long spiked mace.
LAVA HOUND (and pups) - damage increased by 50% (possibly 40% if that allows pups to one shot skellies)
Pups now one shot skeletons and a lone hound will now be a threat. Definitely needed for Lava Hound to get back in the game again. Inferno Dragon's presence in the meta would still make Lava Hound a challenge to use.
Battle Ram - charge time decreased by .3 seconds, hitpoints decreased by 6%
Ram needs to be set apart from Hog Rider, as power creep is an issue: both are 4 elixir rare building targeting cards. The charge is what makes the ram unique and a threat. A slight nerf to the Ram's hitpoints is a good change to pair with the charge buff; making it more fragile means it's harder to reach the tower.
Cannon Cart - always attracts building targeting troops, long stun after wheels break removed
This allows the Cannon Cart to be great counterpush material and makes it more versatile. It also makes sense - why should wheels make a difference if its a cannon? The irritating 'stun' that cart recieves when its wheels break should also be removed.
Cannon - hitpoints increased by 8%
This separates the Cannon from the Tesla by making it tankier while the Tesla does more damage. Both get different niches and this also buffs another hog counter (as hog is still viable).
Barbarians - damage increased by 8%
These guys are underpowered. They're supposed to be great melee attackers, but can't even one shot goblins. They're mowed down by splash troops, too.
This buffs the Battle Ram and Barbarian Hut as well as the Barbarians, and might get them back in the meta again.
Again, these are my personal changes. I know it's a lot, but some of these changes are definitely needed. Comment your suggestions and opinions below!