Balance Changes Coming (5/18)
News By Clash Royal 2016-05-15 09:10:11
Note: These changes are not live yet! They’re coming on 5/18.
In this round of balance changes we’re monitoring the , taking the edge off and giving the new some love!
We were a bit too cautious with the numbers for the new , so we’re looking to give them a boost and encourage everyone to give them a go! is looking quite good overall – her use rates and win rates are healthy – but she’s certainly a card that can take people by surprise and feel overpowered. Once you’ve figured her out, however, she’s not so scary.
: Damage decreased by 4%
- He’s great again! Maybe a little bit too great. We don’t want to tone down him down too much, as his use rates and win rates don’t suggest he’s overpowered. A small damage reduction should reign him in a bit, and we’ll continue to keep an eye on him.
: Duration decreased by 1sec
- Hog+ can be a devastating combo when pulled off correctly and is highly used at all levels. We don’t want to deter offensive gameplay, so instead of adjusting the , we wanted to first see how a change to would shake things up.
: cost decreased to 4 (from 5), hitpoints decreased by 14% and lifetime decreased to 40sec (from 50sec)
- The has a very low use rate so we decided a small re-work was in order. A lower cost, combined with decreased hitpoints and lifetime for balance, should make it a viable choice.
: Area Damage radius increased by 25%
- Their damage is good, but they don’t always hit everything you’d like them to. This change should make them more reliable.
: Hitpoints and damage increased by 8%
- Low use rates across the board. The ruthless bone brothers could do with some more hitpoints and damage to make them truly ruthless.
: Hitpoints increased by 6%
- The is a really fun card and people are still figuring out the best uses for him. He’s in pretty good shape overall, but a few more hitpoints should help him find his place in the Arena.
: Hitpoints increased by 3%
Lava Pups: Hitpoints increased by 9%
- As an 7 Legendary Card we don’t think the is impressive enough yet. In particular, his “second phase” when the Pups pop out could do with a boost to make him a more enticing choice.
: Hitpoints decreased by 9%
- Use rate at the top is incredibly high – the most used card, in fact – making the seem like too much of a compulsory choice (evidently our last change wasn’t enough). We don’t want any card to feel like a such an obvious choice, so we’re shaving some more hitpoints off.
: Hitpoints increased by 10%
- The is a great well-rounded basic troop, but his simple functionality can be overlooked by the snazzier you unlock later on, and as a result his use rates are very low overall. We’d like to see more of this mini-tank in the Arena.
: Damage increased by 10%
- is currently an underrepresented basic troop which offers so much in the early to mid game. More damage should help him to compete at the top also.
: Hitpoints decreased by 5%
- With the ’s meteoric rise in fame, the has remained very popular, despite our last round of balance changes, and is the second most used card at the top. We’d like to take a few more hitpoints away and make it less of an obvious inclusion in so many decks.
: Hitpoints increased by 5%
- doesn’t currently stack up as a compelling choice next to the – a combination of this small boost and the ’s hitpoint decrease should make choosing between the two a more interesting decision.
& Golemite: Hitpoints increased by 5%
- The ’s use rate is relatively low, in part due to the popularity of direct counters such as the , and also because the new and max card levelsdecreased the relative strength of Epic . A small hitpoint boost should help the become more viable.
: Damage increased by 10%
- The is an excellent early game pusher, but doesn’t get much playtime in the higher . More damage, plus the Skeleton boost below will hopefully make her an interesting choice at more levels of play.
(affects , , , ): Hitpoints and damage increased by 5%
- More bones in the Arena equals more fun.
: Hitpoints increased by 10%
- has fallen out of favor, but because it’s such a staple counter for the in the early game, we’d like to see it as a more viable choice again. Additionally, this change should make it a possible alternative to the or in some decks.
Card Upgrade XP: Fixed for Epic and Legendary
- XP gained for upgrading Epic and Legendary will be in line with the equivalent levels of Common and Rare .