Another 2 weeks, another round of balance changes announced! As usual, we are here to provide you with our thoughts on these latest changes:
Spells (Fireball, Arrows, Rocket, Zap, Lightning, Goblin Barrel impact): Damage to Crown Towers reduced by 20%
Supercell: This is the first and most important step towards reinstating our “offense over defense” philosophy.
MoEsport: HA! Did I call THAT or what? No surprise here as many mid-tier players were utilizing the tower hoard strategy with good effectiveness. I’ve personally feel victim to losing my main tower to Rockets and Rockets alone because I thought there was no way in hell my opponent would just play like that. Good change overall, and will make people rethink about their mix of cards in their decks.
Tombstone: Lifetime decreased to 40 seconds (from 60 seconds)
Supercell: Second “offense over defense” change; additionally, the Skeleton boost below will help maintain the Tombstone’s balance.
MoEsport: Not a huge difference as most players tend to blow the Tombstone out before it runs out of steam anyway. But the increased Skeleton attack will make Tombstone better at taking out the likes of Hog Rider and Prince after it blows up.
Inferno Tower: Hitpoints decreased by 6% and lifetime decreased to 40 seconds (from 45 seconds)
Supercell: Third “offense over defense” change; Inferno Tower is the strongest defensive building in the game and provides too much versatility and value for 5 Elixir.
MoEsport: A fair second nerf as Inferno Tower still trades too well with just about all single troops out there (Dragon, Hog Rider, Golem, P.E.K.K.A…). Still I wish the Clash Royale team thought more clearly about this whole “offense over defense” thing before they gave the buffs to Tesla and Bomb Tower, which I think we’ll be seeing a lot more of in the future…
Musketeer: Damage increased by 11%
Supercell: We pulled a bit too much power from her with our previous re-work.
MoEsport: Honestly, this bothers me a bit, only because I’d expect the product team to have a better grasp on the balancing so that they would’ve have to “re-work” a card just 2 weeks after it was changed the first time. I know we are technically still in Soft Launch so the team feels like they can play around a little bit more with the balancing, but I don’t know any other game out there where game teams make balance changes 2 weeks after their first change to adjust for something that they’ve overdone. In terms of the change itself, good for Musketeer. It should be a staple for most beginner decks, and a feasible alternative for Baby Dragon as it would be easier to level up a Rare card.
Golem & Golemite: Hitpoints decreased by 5%
Supercell: Use rate and win rate are telling us that the Golem is currently a bit too strong. This should bring him back in line.
MoEsport: Again, I’m not happy with the simple explanation here. “Use rate” and “win rate” should not be the only indicators for whether a card is too strong or not. Have the team thought about how the card is being used instead? Golems are troublesome because they are hard to counter when surrounded by a bunch of small troops (same goes for X-Bow before its 2 rounds of nerfs), and are strong against anything not named Inferno Tower. Instead of nerfs, why not provide players with more options to counter it? Maybe having the Golem do damage to its own troops as well when it explodes??
Skeletons (affects Tombstone, Skeleton Army, Witch, Skeletons): Hitpoints and damage increased by 11%
Supercell: Apart from the Tombstone, all of these cards are underused at the top. We want to see more bones in TV Royale!
Witch: Damage increased by 3%
Supercell: Her usage is very low among top players. More damage and the Skeleton boost should make her a viable option once again.
MoEsport: Uh oh, I sense a comeback for Witch! Witch has always been a decent 2-way card, but it does neither offense or defense well and is overshadowed by better 5-cost troops like Wizard, Barbarians, or Minion Horde. The increased damage on from both herself and the skellys will let Witch hold her own better against other troops; whether it will be enough for her to find her place back in top decks remains to be seen.
As for the Skeletons, a 11% HP increase doesn’t sound like much, but it’s the difference between being able to take one more spear from Spear Goblin. I very much fear a big comeback for Skeleton Army now, especially since not everyone plays Arrows nowadays…