Hello! Remember me? With the addition of Seth on the team, I feel that the developers’ communication and balancing has improved markedly (from my perspective), with the game now being in one of the most balanced states ever. In this short list, I will be taking a look at the few problematic cards that remain in the game.
Goblin Giant: Hitpoints +2%
Goblin Giant remains one of the least played cards in the game despite having been out for several months. Based on my experience of him in Classic Deck mode in Clan Wars, I found that he does not connect with the tower as frequently as other similar cards such as Giant. Given that a few top players are already experimenting with this card, I think a small buff is all that’s needed to convince the masses.
Arrows: Radius 4 → 4.5
Arrows is falling behind in the spell race, with the few remaining players likely traditionalists who have not switched loyalties in the face of the changing metagame. A radius increase would increase the accuracy of predictive casts and make it harder to juke Arrows with Goblin Barrel.
Barbarian Barrel: Range 5 → 4.5
With the highest use rate of the 2 Elixir spells, occupying more than half of the market share, Barbarian Barrel has been outclassing The Log as the primary go-to cheap spell. In order to make the choice between the two spells more interesting, we can shorten the range by a bit to make the Barbarian less threatening on offense while clearly differentiating the roles of the two spells. The Log should be used to clear the path for your win condition (e.g. X-Bow, Giant, Hog Rider), while the Barbarian Barrel should be used instead to strengthen the support of the push (e.g. Royal Giant, Golem).
Miner: Deploy time 1sec → 1.2sec, Damage +2.5%
Though not overpowered in the lower leagues, Miner really starts to show up everywhere once you reach the higher leagues where every little bit of damage counts. Near the top, this card appears in a third of matches and the playstyle really starts to switch up with a substantial luck factor involved. Thus, we are reducing the chip potential of the card by increasing the deploy time (and hence frequency with which he is caught) and compensating with a damage increase to appeal to lower level players.
Barbarians: Spawn radius 0 → 1
Barbarians hasn’t got a chance in the metagame for years as they are always countered easily by splash troops for a positive trade. This change will make the Barbarians spawn in a circle of radius 1 tile so that it is easier to surround and conquer, thus making them less vulnerable to splash.
Elite Barbarians: Deploy Time 1sec → 2sec, damage +10%
The main problem with Elite Barbarians is the need to continually pay close attention to the screen. This has led to Elite Barbarians being used more in the lower leagues where people play more casually while being absent in the higher leagues where players are constantly on high alert. The card exploits the reaction time of the player, a major factor that differentiates high and middle levels of play. Instead of letting it remain a reflex card, the deploy time has been lengthened and the damage increased to compensate, in order to make it more of a counterpush card like Prince.
Bandit: Hitpoints -4%
The P.E.K.K.A bridge-spam archetype has become a lot more popular recently, and Bandit has remained popular despite the 3M nerf. This simple hitpoint nerf will reduce the frequency of connections while not being overly drastic.
Three Musketeers: Cost 10 → 9, deploy time 1sec → 2sec
Perhaps accidentally, a 10 Elixir 3M actually costs ~10.4 Elixir in reality due to Elixir leak, rendering them severely underpowered in the current meta. Seeing that they are too strong at 9 Elixir, I think the best move currently is to increase their deploy time as it will not affect the already strong single Musketeer. A longer deploy time will mean more time to build up a push, but also more time for the opponent to Tornado them all into one lane.
All the changes above are only ballpark estimates and have to be further refined by playtesting. Please don't hesitate to leave feedback below so I can improve for next month's balance suggestions!
- How many of these changes do you want to see in the game?2 votes
8 (all)  0.00%
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