![]() My ideal nerf for the tornado would be for it to have a lot less drag power. Tornado- Currently, the tornado is insanely strong, especially when paired with the executioner.If the deploy damage and landing damage were decreased a little bit, I would be a lot happier about the mega knight. It provides so much value with its splash, that it needs to be toned down. Mega Knight- Besides the royal ghost, I would probably say the mega knight is the most powerful card.Here are my wanted balances and nerfs for the January balance update! There are a lot of cards that are considered OP and weak right now in the Clash Royale meta. Here are the cards that I think deserve a balance in the next update. While the royal ghost is surely the focus of these balance changes, there will be other cards nerfed and buffed. With an HP closer to that of a witch or mega minion, he’d be much easier to deal with. His HP at tournament level is currently higher than an executioner and baby dragon. Decrease HP: Currently, the main problem with the royal ghost is that his hitpoints are way too high for a 3 elixir card.A 4 elixir royal ghost makes a lot more sense than having it only cost 3 though. While this might be true, some of his stats would have to be bumped up a bit if his cost was increased. Move Cost to 4 Elixir: A lot of professional players and YouTubers have said that they would stay play the RG if he cost 4 elixir.However, what changes could they make to the royal ghost in order to make it a lot less OP? Here are two of the best solutions from my head. ![]() The two pieces of the puzzle are there: he will be “toned down” and it will be “in the next balance update”. While it was almost a guarantee that the royal ghost was bound for a nerf, Clash Royale confirmed it with a tweet responding to a question about the next balance changes in the game. Here’s the royal ghost nerf leak, as well as speculation about the balance changes. A royal ghost nerf is well received as it definitely needs to be toned down. The royal ghost has been ridiculously OP as a legendary card, quickly rising to the top of the deck meta shortly after its release. A bit more range should make him a more compelling choice when stacked up against the other ranged support options.The royal ghost will receiving a nerf in the next set of balance changes, as leaked by Clash Royale. The Wizard's use rate is relatively low overall. Of Minions to within one hit each from a Crown Tower! That’s a bit too much of a positive Elixir trade for our tastes. However, we like the niche he fills as a 2 Elixir tank, so we're tackling this with a hitpoint and control reduction. Ice Golem is a top tier defensive option and it currently offers too much control and value for 2 Elixir. ![]() Ice Golem: Hitpoints -5%, Death Damage radius and slow duration reduced The slight damage reduction will keep its interaction with Archers the same. Our aim here is to lower how much control and displacement it brings to the Arena. ![]() Reducing The Log's knock back effect won't change its uniqueness - it'll still be the only card that can knock back ALL troops. The Log: Damage -4%, knock back effect reduced We're looking to pull a little bit of power from them, but also aiming to keep their interactions with Elite Barbarians and Mega Minion the same after the above two changes. Pulling the power from its damage, instead of hitpoints, felt like a better approach and more fitting with his armored theme -Īrchers are a top tier support card in the current meta. Mega Minion is a highly used and very valuable defensive option in need of toning down. Mega Minion: Damage -4%, Hit Speed to 1.5sec (from 1.4sec) The big news here is that Fireball will no longer take out an equivalently levelled Electro Wizard! Spawn damage reduction is for consistency with the Zap change above. and should make other spells, such as Arrows, interesting alternatives.Įlectro Wizard: Hitpoints +9%, Spawn Damage -6% This change will stop it from one-shotting equally levelled Goblins. Zap has been one of the most used cards in the game for a long time. We don't want to make them weak, just a bit less powerful. While these three changes are relatively small on their own, the combined effect should be noticeable and make Elite Barbarians more manageable. In this round of balance changes we're taking a look at the now-infamous Elite Barbarians, toning down some of the highest value defensive options and more!Įlite Barbarians: Hitpoints -4%, Damage -4%, Hit Speed to 1.5sec (from 1.4sec) You can expect monthly balance changes to keep gameplay fine tuned and as fun as possible. The way we approach card balance in Clash Royale is a combination of playtesting and looking at the stats - in particular, card use rates and win rates.
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