about 5 years ago - /u/Supercell_Drew - Direct link

Hey Reddit,

Here are the Balance Changes that will be live in-game on November 4th.

We focused the majority of the balancing on a specific subset of cards that had a large impact on the meta in Season 4. Read more about this decision here.

Without further ado - here are the Season 5 balance changes!

Witch

  • Removed Area Damage
  • Hit Speed reduced: 1.4sec > 1.7sec
  • Slower first Skeleton spawn: 1sec -> 3.5sec
  • Mass increased: 100% (no longer pushed by Skeletons)

Witch ended up being far too strong in a few different ways. When we discussed the role of Witch, she should grow in value & power the longer that she remains on the field. We felt then that she should start off rather vulnerable immediately after casting to allow a larger window for counterplay.

Her Skeletons will not spawn for several seconds, giving opposing players time to hit her with Spells. She will also not be an immediate blocking solution to Bandit, Prince, and other melee attackers. The increased mass will make her less likely to be pushed by her own Skeletons.

The goal of the reduced splash radius last month was to make Witch hit multiple Skeletons/Goblins/Minions but that would be about it. But this happens rarely enough that it seems unnatural or buggy when she does, so we are removing the Area Damage altogether. Also slowing down her DPS via Hit Speed accounts for her sturdy health and heavy damage output.

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Elixir Golem

  • Hitpoints: -10%
  • Affects all forms (Elixir Golem, Elixir Golemite, Elixir Blob)

Elixir Golem's initial win rate has been exciting – its always great to see new deck archetypes emerge. The general consensus is that the Elixir Blobs are a bit too strong, dealing consistent damage even in the face of a strong defense. Elixir Blobs will be less likely to reach their target, mitigating this concern and bringing Elixir Golem into line with other cards.

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Wall Breakers

  • Damage: -19%
  • Area Damage Radius reduced: 2.0 > 1.5
  • Deploy slightly further apart (fixes true red/true blue issue)

We are thrilled to see Wall Breakers enabling new decks, but they are providing slightly too much value for their cost, so we are reducing their Damage. We also spread out their Deploy range slightly, to fix some inconsistency in how they split lanes.

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Fisherman

  • Hook Range reduced: 7 > 6
  • Hook Charge Time increased: 1sec > 1.1sec

Fisherman has proven to be a bit too useful in too many deck archetypes, so we are reducing the effectiveness of his Anchor pull. With a shorter range, it will be more difficult for him to pull big troops to the King Tower (though still possible for Giant/Golems) and less likely to completely neutralize an enemy's defense.

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Executioner

  • Max Range: 4.5 > 5
  • Axe Radius: -20%
  • Axe Hover Time increased: 1.0s -> 1.2

Executioner's axe becomes narrower and slightly longer. Overall an 11% reduction to his hit box area. This should further separate him from large-circle splashers like Wizard or Princess and give decks like Lava Hound room to out-position him, while still allowing him to hit support troops behind his main target.

Hit Speed has been reduced 0.2sec to account for the axe hover time. This means that Executioner still has the same overall Hit Speed, but the Axe will stay in the air for a slightly longer period.

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Barbarian Barrel

  • Damage: +8%

We are happy with Barbarian Barrel's interactions with most Troops, but felt that a small ground-only Spell should at least knock off the Shields of Troops like Guards. This Damage increase will allow +1 level Barb Barrels to destroy Princesses, but not at equal level – you'll need the Barbarian to finish off fragile ranged attackers.

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Baby Dragon

  • Hitpoints: -4.5%

A few months ago we stated that we felt Baby Dragon was benefiting from a lack of competition in the area/splash damage role. After buffs that brought Magic Archer and Executioner into the meta, Baby Dragon remains extremely popular and holds a strong win rate so we are giving it a slight health nerf to even the playing field slightly.

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Let us know what you think about these changes below and get ready for Season 5 starting on November 4th!

The Clash Royale Team

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about 5 years ago - /u/Supercell-Seth - Direct link

Hey! Just wanted to share some balance changes we did NOT do:

Elixir Golem - Opponent can overflow the Elixir (ie go up to 11, 12, 13)

We opted not to do this because it would be breaking the rules of the game just for one card. Also it takes away from some of the strategy of EG - relying on your opponent to spend Elixir wisely so they can take in the 4 new Elixir from the Golem

Wallbreakers - Speed from Very Fast to Fast

They felt so slow! This would make the first WB die so only the 2nd dealt damage. But this was disappointing because it removed their ability to split lanes, which is a nice bit of depth for the advanced WB player.

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Overall let's see how next month plays out. I think Exe is overall a nerf but admittedly I can see how people would perceive it as a buff. Its stats are the least begging for a nerf - only 10% use / 49% win in GCs, which would normally not be changed - but I understand the feelings of him being very binary and difficult for Lava Hound decks to deal with. Overall the Pups should survive a bit more often depending on placement, and it'll be easier to avoid the full splash radius with a spread out army of fliers.

about 5 years ago - /u/Supercell-Seth - Direct link

Originally posted by Bo5sj0hnth1n3H4MM3R

Thank god, I was literally about to shit myself thinking they were actual patch notes LOL, good call on not adding these. Also, do you think you nerfed fisherman too far? The massive hook range nerf will certainly reduce his capabilities a lot. The hook range is what defines this card, after all. I think it is how reliable he is on offense is what pushes him over the edge, so i think a deployment time increase might've been the better approach. Let me know if you tested this. Again I thank you for stepping up and readjusting the currently cancerous meta.

The thing that sold me on Fisherman at 6 tile range is that he can still pull Golems and Giants to the king tower but not quite Hog Riders. I think having this disparity between him and Tornado makes for an interesting choice. I could see buffing his HP/Damage but I think we are going to let the 6 tile range sit for a minimum of a few months to see how it affects, for example, Executioner. There is a big hypothesis that Exe only shows mediocre stats because of Fisherman, I think now we can put that to the test.

about 5 years ago - /u/Supercell-Seth - Direct link

Originally posted by Calcium001

Thanks for the extra details, Seth.

SO glad you didn't re-implement overflow elixir.

And Wallbreakers the logic is sound!

Executioner change is good in regards to Lavahound and was definitely needed, and I think viewed on his own it could be a small nerf, but when you consider he is ALWAYS used in conjunction with Tornado it's not the same, the reduced radius nerf being mitigated by the Tornado pulling everything into range. Fingers crossed he is kept in check by the meta, though many feel it was only Fisherman and Witch succesfully doing that.

I've mentioned elsewhere, but I do feel bad for witch users who have spent a long long time levelling her to fulfill the role of splasher, only for that role to be removed. Do you consider changing cards roles entirely in re-works as reasonable, or do you think endeavouring to keep their roles the same (albeit the way they perform said role potentially altered) would be better?

Overall these look solid balances this month though and hopefully will make for a more enjoyable meta!

Overall we want to keep them the same role. I'm sure there is an alternate universe where Witch was kept as a splasher, but for us we try to emphasize what makes a card unique. OG Witch was basically always going to be a crappier Wizard with this bonus Skeleton spawn. We tried to make her primarily a spawner with tons of Skeletons but it felt too binary and frustrating. So we decided that perhaps an alternative to Musketeer would be better - there are several Wizard-parallels already between Exe, Bowler, Baby Dragon, etc. Musky's alternatives are pretty distinctly different - Flying Machine, Magic Archer, Electro Wizard.

We tried to keep the splash damage, but it was so small that it felt like it didn't work often enough. I don't know if this is a satisfactory answer. I think we made correct decisions along the way, but perhaps there is another path to balance that kept Witch as a splasher. The rest of the reworks in development largely keep the card the same... except for Heal - which would end up being quite different to the Heal of today.

about 5 years ago - /u/Supercell-Seth - Direct link

Originally posted by 2001zhaozhao

Hey Seth! Nice balance changes overall, but could you share why you gave the Baby Dragon a hitpoints nerf instead of hit speed? On release it was tanky and had a slow hit rate which felt right for the card, so why take it in a different direction with this nerf instead of moving back to the old stats?

Slower hitspeed makes it much worse vs. swarms like Minion Horde. We wanted to preserve its strength vs light swarms but make it worse against high point damage attacks from Musketeer or Towers, so health it is!

about 5 years ago - /u/Supercell-Seth - Direct link

Originally posted by JerkFairy

Witch nerf seems over zealous. The fisherman nerf feels wrong reducing his range.

Perhaps - Witch's nerf grew over the course of the season as she just kept inching up. She peaked at about 50% usage in GCs with a high win rate, that's pretty extreme and requires a heavy-handed nerf. Imagine if we nerfed her and she was still the best card in the game - we'd never hear the end of it. I think she's still quite useful if placed in the back behind a tank, but much much worse as an instant defense.