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Like title, lets be t the information about points 3,4,5, that were not mentioned that much.

  1. Mega minion range nerf is a 20 % range nerf and means that a solo MM gets only one hit on a turret not 2.
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almost 5 years ago - /u/Supercell-Seth - Direct link

Originally posted by J1234511

It's really strange that their reason for this is because people didn't know why one card had more range than another. The range changes completely change loads of interactions and should be done for balance reasons not for any other reason

Why not both? This change aimed to solve two problems:

- There wasn't a clear hierarchy for which melee Troops would get the first hit as ranges were all over the place. You had to memorize individual reactions based on unique ranges + first hit timers. In general now, the longer melee range will get the first attack (there will be some exceptions with incredibly fast attackers). This rewards knowledge a bit better as players can research and think up more reasons to swap from (example) Lumberjack to Mini PEKKA, realizing they get something more than just DPS in the trade off.

- Once the ranges had been set, all the cards in the middle needed to be aligned to them. The changes made were made with balance in mind. Cards like Knight and Mini-P that could use a minor nerf gets a bit longer reach and cards like Prince can get a bit of a haircut without changing any surfaced stats.

I hope this update DOES change interactions and balance, by improving the lot of several weaker melee attackers while also creating consistent interactions between all of them