Hey! I am attempting to produce my own and a possible ideal balance changes. This is just my version and if I added anything that doesn't suit your favor, then, don't worry because these are not actual changes.
1. Goblins: Damage decreased by 10%
Pretty reasonable. Goblins do high damage and almost always produce value. This nerf indirectly affects Goblin Gang (which was buffed for no reason because of spear goblins change) and Goblin Barrel (which is always a good win-condition ever since the cost change). Also, skeletons will be thought of as a secondary choice now.
2. Hog Rider: Health reduced by 5%
I recently heard that Hog Rider's pig-push ability is removed. But still, it is a force to be reckoned with. So, by reducing it's health slightly which they should have done months ago, Hog Rider will finally be in that balanced-slightly up status which all cards except hog rider has been in.
3. Ice Spirit: Health reduced by 10%
Ice Spirit used to be a good hog support. Hog Rider was nerfed but it wasn't that huge. So, this follow-up nerf will make sure that the hog rider won't be so overpowered as before. Also, Ice Spirit itself is such a strong 1-elixir card that makes skeletons seem bad. So, by this nerf, Ice spirit will no longer be able to reach the tower or tank a shot from musketeer on it's own.
4. Royal Giant: 15% damage and health increase; range decreased by 0.5 tiles; removed from the game with a 50% gem refund; re-released as a epic card
I don't know what else to do with this card. Now, dart goblin is the best and the only assailant other than princess. Also, this is a buff. Think about it. The smarter players are not dumb enough to pre-plant a defense like inferno tower when playing against RG. Ranged Tank is always a weird, broken and crazy concept to me.
5. Elite Barbarians: 10% damage increase; removed with a 50% gem refund and re-released as a rare card
Atleast, this will give those players with maxed out accounts to do something. Also, Elite Barbarians won't be so annoying from now on. The concept of refunding with gems was done already in-game when level 6 legendary cards were removed.
6. Dart goblin: 4% damage increase
This changes allows it to kill minions in 2 shots, making it a little more popular.
7. Guards: Hit-speed increased from 1.2 to 1.0 seconds, damage decreased by 4%
This is just being made to have consistent hit-speed among skeletons.
8. Cannon Cart: Acts as a moving building
This change will make it more useful in certain occasions and useless in certain others. Cannon Cart is meant to be a defense and not offensive. So, this change is good in that aspect.
9. Lightning: Damage decreased by 5%; Radius increased by 0.5 tiles
Lightning is meant to have a large radius and without that, it is meaningless. However, it's damage is nerfed which also affects crown tower damage.
10. Inferno Tower and Inferno Dragon: Increased the duration of tier-2 damage by 1 second
This change means that when inferno tower is dealing medium damage, it needs an extra second to obtain the maximum damage. Inferno Dragon is nerfed only for "consistency" and compensatory buff (which is still not enough) is added in the next change. This will indirectly reduce Zap's and Lightning's usage rates.
11. Inferno Dragon: Tier-2 damage increased by 15%
This is a compensatory buff to Inferno Dragon because of the above-mentioned nerf.
12. Clone: Clones one level higher than the normal troop
This change is much needed to make clone viable in 1v1 without making it broken in 2v2 or touchdown. Also, the maximum level can go till 14 and cloning a mirrored troop or mirroring a clone can produce level 15 troops even.
13. Bomb Tower: Lifetime increased by 10 seconds
I remember Bomb Tower used to be a OP card back in the days because of it's enormous dart goblin range and enormous lifetime. So, they nerfed this card's lifetime by 20 seconds and reduced it's range which was totally an overkill. So, lifetime is increased a bit to make it viable.
14. Heal: Heals for 3 seconds
The reason why Heal used to be so broken is because of dominance of 3musketeers and that stupid bug which healed for 7 ticks. So, by this change, heal won't become as overpowered as it was before.
15. Three Musketeers: Deploy Time increased to 1.5 seconds
First troop to have a non-integer deploy time. Three-musketeers is quite okay in my books but obnoxiously hard to respond sometimes. This change will probably fix that.
This balance change is bound to cause a dramatic impact on the meta. Variety will be induced in the game. Cards like Skeletons and Guards will be thought of as an option. Musketeer might make a return. Thank you for reading this. Feel free to drop a comment.
Balance Changes attempt
- Do you like these changes?18 votes
I am not theoretically possible; Biggest introvert. I have no mercy if one does a mista- Wait. I am not alexheney. XD
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