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Balance Update Coming (12/3) Royal Recruits, Electro Dragon, Snowball and more!

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  • Balance Update Coming (12/3) Royal Recruits, Electro Dragon, Snowball and more!

    Balance Update Coming (12/3) Royal Recruits, Electro Dragon, Snowball and more! --

    Electro Dragon: Hitpoints -5%, first attack slower

    The newest Dragon has come in a bit stronger than we would like! We are going to slow down the initial attack to allow a bigger window to react to placement. A Hitpoints reduction allows enemy Troops to defeat it easier and Lightning to take it down even if overleveled.

    Royal Recruits: Elixir Cost decreased 8 -> 7, Hit Speed slower 1.2 -> 1.3

    Royal Recruits were very strong at 6 Elixir but too expensive at 8. We are setting them to 7 Elixir with a slight Hit Speed nerf, ideally this finds a good balance for such a unique squad.

    Barbarian Barrel: Damage -5%

    We are absolutely thrilled by Barbarian Barrel’s rise to prominence. It has provided a clear alternative to Zap and Log, but its win rate has been a bit too high. We are reducing its damage to match Arrows, preventing Archers from being defeated by the Barrel roll.

    Tesla: First attack faster

    Tesla Tower sits awkwardly for a bit too long before its first attack. The Electro Wizard and Master Builder took a wrench to their creation to speed up that first shock. This should make Tesla feel better as a reactive defense, especially for X-Bow decks.

    Archers: Damage +2.5%, Hitpoints -1%

    The humble pair of Archers have fallen out of favor for the longer range Musketeers and utilitarian Wizards. These tweaks fix several rounding errors and work out to a slight buff for the pink haired duo.

    Ice Wizard: Damage +10%, Hitpoints -11%

    Ice Wizard has been a balancing conundrum since his release. He outlives common Spells (like Poison) that kill much more expensive Wizards. In Arena Battles or Clan Wars, Ice Wizard is meant to kill Skeletons but this interaction fails if Ice Wizard is underleveled. These dual changes address both of these problems, ideally keeping the win rate roughly the same but introducing much more intuitive gameplay on both sides of the Arena.

    Giant Snowball: Damage +14%

    Giant Snowball is very fun Spell to play with, but unlike Barbarian Barrel it hasn’t risen to compete with the other 2-cost Spells. We are raising the damage to match Zap, reducing the trade-offs between the two Spells. Players can opt for a slower moving projectile with Knockback / Slow or an instant speed Stun.


    Going live on 12/5:

    Elixir Collector: No longer appears in opening hands

    This Elixir generating building has been one of the most polarizing cards in the game. It warps match ups more than any other when it is in your opening hand. This change will make Elixir Collector always in the 5th to 8th slot in your deck, requiring a bit of action before you can play the first Collector.

    REWORK! Freeze: Duration always 5sec, now deals Area Damage

    Freeze has been a difficult card to balance because it scaled on time duration instead of Damage or Hitpoints. We have decided to rework Freeze into a consistent duration with a small Damage value. This makes it competitive with Tornado as a lightly damaging control card that can swing a battle on offense or defense.

  • #2

    video on the update