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[Thoughts] My reaction and opinion on balance changes!
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azuraith4 is in Thoughts
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Hello! Some of you may know me as i lurk in the comments a lot and make several posts, including strategy etc etc. But anyway, i just wanted to give mt thoughts on the balance changes and some things i noticed on this sub reddit. Also i want to show a bit of appreciation to the Supercell balancing team because overall i like these changes, subtle yet it changes the meta in a good way.

Before the balance changes people were crying for nerfs for goblin gang, night witch, tornado. Suggesting absolutely ridiculous things such as,

  • making only 2 goblins and 2 spear gobs for goblin gang, which would kill the card.
  • Nerfing the bats completely by reducing their damage, speed, everything and also nerfing night witch damage and health and spawn speed... (literally saw people suggest all of these as ONE NERF)
  • Nerfing tornado radius and damage (If you don't remember tornado had a different smaller radius before and it sucked)

Now all these nerf ideas are god awful... i really get annoyed with all the salty people making suggestions that are not really thought out and aren't considering the impact of the card on the meta and other cards etc etc. So im glad supercell does think about this stuff, i know i sure do.

Now lets get to the balance changes:

  • Night Witch: Spawns 3 Bats on death (from 4), Bat spawn speed to 6sec (from 5sec), initial Bats spawn slower. (I actually predicted this nerf, i was suggesting that the night witch either needed a spawn speed nerf or death spawn nerf. Both seems fine too.)

  • Tornado, Poison, Heal: Multiple of same spell will stack (Did not see this coming!! wow this is a really cool buff to mirror! Mirror poison or 2v2 double poison will be very strong... can't wait to play around with this mirror buff! I predict poison will see a usage rate increase slightly and mirror as well.)

  • Tornado: Duration to 2.5sec (from 3sec) (Decent nerf, they really can't change it too much without destroying the card all together... so this is fair and needed.)

  • The Log: Range to 11.1 (from 11.6) (Not sure why they changed this, but i'm glad because i use a log/spell bait deck primarily)

  • Goblin Gang: Spear Goblin count to 2 (from 3) (Again, i predicted this exact nerf. People were saying to nerf the goblins health and damage but that is silly. This nerf is the only thing they could have done without really making the card useless so i agree with this change!)

  • Skeletons: Skeleton count to 3 (from 4) (Now this is the one change i completely disagree with. Although this card is hard to balance, i feel like it is either very strong or very useless. Before when it was 3 skeletons it had one of the lowest usage and win rates, but when its 4 skeletons it's just too strong. Not sure what to do about this card, but i prefer the 4 skeletons)

  • Bandit: Hitpoints 4%, Dash initiates quicker (I literally never use the bandit, can't seem to find a good place for her in any deck type. So i'm ok with this. Anytime low usage cards get buffed is a good thing!)

  • Inferno Dragon: Hitpoints 7%, re-targets 0.2sec quicker (Same as above, anytime low usage cards get buffed is good!)

  • Witch: Hitpoints 5%, Area damage radius 10%, spawn speed to 7sec (from 7.5sec), initial Skeletons spawn slower (Same as above.... again. Really interested to see if witch will come into the giant deck meta. I have my doubts, but maybe)

  • Clone: Faster cloning effect (Same as above... again, I don't think this will have a significant impact on clone, especially with my prediction of poison being around more due to the mirror/stacking poison buff)

  • Battle Ram: Damage that destroys the Ram won't affect Barbarians (Small change, nice small buff. nothing much to say)

  • Bats: Bat count to 4 (from 5) (We never got to play with bats so i don't really care too much about this, however i think now bats won't be nearly as strong as some people were thinking. Maybe people thought bats would be changing the spell bait meta and with this change from 5 to 4... i doubt it.)

Overall, i'm impressed with supercell's ability to follow the meta, and not listen to the noise that is the internet! They made some smart decisions regarding overly used cards and came up with some new clever ideas for stuff like mirror, and other under used cards!

HATS OFF TO YOU SUPER CELL!

TLDR: Supercell did a good job balancing strong card nerfs and weak card buffs without listening to the trolls of reddit!

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7 years ago