The damage has also been buffed for consistency with Cannon. Reasoning: The hit speed buff is to make Cannon Cart's hit speed consistent with Cannon's. This change will make it kill big tanks like Giant or Royal Giant in one fewer shot. I think a simple damage buff is in order. Reasoning: Cannon has the lowest winrate out of all the defensive buildings by a fairly wide margin. It will also make them do slightly more chip damage when they reach a tower. Increasing their damage will make most tanks die in one or two fewer stabs. ![]() Their spell-proof design is an advantage over other swarms, but they do too little DPS to justify using them. To me, the main weakness of guards is their damage. Still, stats don't lie-they're currently tied for the least used card with mirror, and they're the 5th worst performing card in the game. Reasoning: I think part of the reason why Guards seem so weak right now is because splashers like Dark Prince and Valkyrie are meta, so I didn't want to buff them too drastically. The HP nerf will make a full health Brawler die in 9 tower shots instead of 10-still threatening, but slightly easier to defend against. I think the main strength of this building stems from how threatening the brawler can be once the cage is destroyed. Reasoning: It's got the highest winrate of all the defensive buildings, and it also has a very high usage rate for a defensive building. A shorter slowdown would allow pulled units to get back into the fight slightly quicker, and it would make pulling heavy hitters more punishing. So I opted to nerf his slow ability instead. ![]() I didn't want to nerf his pull ability, because that's what makes him unique as a card. These abilities synergize together very well, allowing him to cripple defensive units like Pekka and making him an excellent support unit for troops like Royal Giant. Reasoning: Fisherman is strong for two reasons: his slow ability and his ability to displace units from such a long distance. The net result of all of these changes is that she will be weaker overall, significantly weaker against swarms, and slightly stronger against non-swarm cards. At the same time, because low HP troops already die near-instantly, the curse length buff won't make her more effective against swarms. Increasing the curse duration makes it more likely that she'll get value against heavy troops. Because high-HP troops take a long time to kill, her curse effect usually wears off before they can die. The increase to her curse duration also makes her better against decks with heavy cards. However, it will make her kill medium and high HP troops in one fewer shot, making her more effective against decks with those kinds of cards. The damage buff won't make her more effective against swarms, since she already one or two-shots them. The hit speed decrease also makes her slower to take out swarms, so she will be overwhelmed by them more easily. It also makes her die in one fewer stab from a skeleton, which should make her weaker against skarmy. The health decrease makes her die in one fewer tick from poison, which should make it a viable alternative to fireball for killing her. I wanted to give her a rework that nerfs her overall and also makes her less RPS. The amount of value she can get is also the main reason why fireball currently has a 45% usage rate. She's insanely broken against swarm-heavy decks like bait or graveyard, but she's useless against decks that lack swarms. She's a rock-paper-scissors card and she's warping the meta. Reasoning: Mother Witch is the definition of unbalanced. Note: I used Royale API's data for grand challenges in the past week to find the usage rates and winrates of the cards I listed here. ![]() RCS StatsRoyale DeckShop RoyaleApi ClashWorld PixelCrux CastRoyale Wikia View Affiliated Subreddits Balance Changes No information about hacking, cheating, modding or emulation.Īll posts with results of an event must be marked with a tag.Ĭlick on your arena to find decks with only the cards that are available to you!ĭiscord Twitter /r/RoyaleRecruit Wiki Twitch Youtube Instagram Facebook Community Resources Clash Royale - a freemium mobile strategy game! Monthly DeckĪverage Elixir cost: 4 Click to Copy! RulesĪll posts must be related to Clash Royale or Supercell.Īll posts should strive to generate meaningful discussion.
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