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With the update, some troops are REALLY overpowered, and others are disapearing in the dust... with the changes below, we could Balance things a little. What do you guys think?
Miners are not affected by spells underground a. The spells are above the grass anyways. They can't be targeted underground... not even by your own spells. That would make heal/rage less effective on them. Watch powerbang's last vÃdeo for more info on why miners are so strong
Bowlers bounced rock (only the second hit) only causes 50% damage a. That would make buildings on the second line last longer or even survive, if the bowlers can't reach them. Also, would slow down a bit the bowler core dive. Check Clash with Ash last vÃdeo to more info on bowlers mass attacks, and why it is overpowered
Reduce the healing effect of healers on troops similar to heroes a. You usually drop 4-5 healers on the queen, but only 3 on bowlers! Reducing the healing effectiveness would make you think more about bowler walk or Heva (healers valks)
Make dragons and PEKKAS attack targets as soon as they reach them, as long as their attack rate is ready a. Just like Valks, one of the reasons to keep those two big buddies behind is that 1-2 second delay to attack once they reach buildings. A buff similar to the valks would reintroduce them to the game, and not make them overpowered (in my opinion, need testing). Haste spells would give a nice touch to PEKKAS and dragons if they attack faster, given they are slow troops b. Baby Dragons have WAY more dps than Dragons. That should change a little by improving dragons
Skelleton spells need to Spawn more skelletons a. They're just to weak. Drop a spell on a TH9 Cannon, and skellies can't take it out. I would love to drop a skelly spell on a single Cannon and take it away. 1 spell slot for 1 "solo" defence
What do you guys think? Are these Balance changes worth sharing with SC? Any other Balance ideas?
PS: sorry for wording/formating - typing from my cell
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