Hmmm. I see. But wouldn't then their HP (archers) exceeds Mega Minion's damage? Current Archer's HP is 252, where MM's damage is 258. Increasing Archers HP by 6% (to compensate the buff above) would definitely suprass it.Alright here goes the review:
1. Arrows -> DISAGREE
- Increase CT Damage to 42.5% from 36.5% (of total damage)
- Increase Projectile speed
Despite the buff idea is good on paper, it has the problem of not keeping spell stats similar to each other (which also happens with other suggestions here). It's a bit weird having all spells escept earthquake with 35% daage reduction, but then a common spell has more damage. I think we should follow the same balance filosophy as Seth to make realistic suggestions, so we should just keep the speed buff.
An interesting alternative could be buffing its damage to make them more versatile, but also increasing Archers' HP so they don't die with new Arrows.
Believe me, but +18% DPS increase for Recruits isn't extreme. +18% DPS increase for a Recruit is equivalent to +14 points of DPS. Meaning the total of DPS increase of every Recruit is about +84, which is like adding a Goblin into the group.3. Royal Recruits -> DISAGREE
- Faster Hitspeed by 0.2 sec (from 1.3 to 1.1 sec; DPS +18%)
- Increase Mass
TOO MUCH. 18% is extreme, even for an apparently dead card, and I say apparently because I think RR is one of those cards that you rarely see, but when you see them, they wreck you if you lack of good answers. I'm fine with the mass increase, but by know let's leave their stats untouched, they are already decent with DPS, and a mass increase Will make them more viable against fast win cons.
4. Tombstone -> DISAGREE
- Faster Spawn Speed by 0.1 sec (Total Skeleton +1 if unharmed)
- Increase Hitpoints by 10%
The reason why Tombstone is not popular right now is because the deck where ir was used, Graveyard, is not too viable right now with poison 's popularity. Tombstone can be already annoying on defense without Poison, so I think it's better to nerf Poison a bit to bring back Graveyard to the meta.
Well, mechanically it seems more complex. But i think it would look more "natural" on field. Especially to beginners. I mean, on the long run, it would seem as if it is time for her to spawn her skeletons although it was caused by this ability.REWORKS
Witch -> DISAGREE
- Remove death spawn Skeletons
- Add ability to auto-summon Skeletons when Hitpoints is low enough (summons 3 skeletons, one time use)
Honestly, I don't see the point of your suggestion. Appart from being more complex, it literally just moves the death spawn to low HP, which only affects when a ranged troop kills her and has another target near, so it cannot target the skellies. I also think that death damage is too annoying, but I think witch's rework should adress her annoying stuff, as RG.
Witch is not too versatile because of low damage for 5 elixir, and it's a headache to deal with without a splasher because of her HP and constant spawn.
I think the current sawn rate is fine, but HP is too much. It was initially increased to give more use to lightning, but it already found its use against other cards such as Edrag or Furnace/IT. So my proposal is to reduce her elixir cost to 4 while reducing her HP, just enough to be killed with Fireball + Zap. On this way, she'll be more versatile while being less annoying.
Mortar indeed is a top tier card, but it isn't a widely used card in all reasonable range.Mortar -> DISAGREE
- Add ability to highlight the unit it is targeting (the highlight can only be seen by the user, his or her 2v2 partner, and spectators)
This is a bit too complex to implement as a common card. I think the current Mortar animation already gives enough hints to know what's targeting. Btw, I cannot confirm this is still a thing, but Mortar is a top tier card in high Ladder.
I was thinking to include Dark Prince in the changes. In fact, i had prepared explanations for it. But apparently it is againts with my direction for these changes. So i had to scratch him out of the list.I MISSED (appart from the cards I mentioned in some reviews):
I think this guy should be an alternative for Valkyrie, but he doesn't offer too much advantages appart from charge. IMO his range should match with the Prince to make him more viable when defending.
Currently, specially with new Earthquake, Pump rarelly cannot be countered. I think it should be able to show up again as the first card in deck rotation, and/or reduce its cost back to 5 elixir, for more versatility.
I guess you didn't mentioned these guys because they are a pain to balance, but I had to mention them right?
Does this indicate to the fireworks spark (that leaves like a tail)? Or to the fireworks itself?when it launch off it has no damage but when its fading away it starts dealing some damage in a wide area with a 2 seconds duration