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over 4 years ago - /u/Supercell-Seth - Direct link

Originally posted by Allthegoodnamesg0ne

A building should not be reliable defence? Much as I dislike spawners, it does not take a genius to work out that the amount of gobs on offer, the HP of the building , the distraction & the death spawn give insane value for 5 elixir...

How did they not notice this in play testing? The big issue with spawners is that there is no positive trade to reliably take them out

Don't tweet late at night - SPAWNER buildings should not be a reliable defense. They should be something fragile you need to protect. Of course defensive towers like Tesla or Cannon should be a reliable defense against Hogs and Giants.

We can playtest for power, but its really hard to predict usage. Playtesters might say "hey this feels much better.... but I wouldn't put it in my deck" and we think "well great, its much better for the people who want to play it, maybe it jumps from 1% to 5% usage and that's good." But Goblin Hut jumped up to 20% right after, which is way too high for a card of that role. The winrate in testing wasn't that high, but its hard to predict how people will use a card, or what new decks will emerge with it.

Why not emergency nerf? Well, because we don't know if its an emergency type of problem - the usage has been trending down and hit 13% yesterday. That's still high, but hardly a panic situation. We can take the month to prioritize changes to spawners to make sure they are valuable but still leave space for counterplay. I think this season will just lean a bit heavy on Poison/EQ and we can expect some changes next month. It feels good that we are getting closer (to knowing how spawners can find a place in the meta), now we just need to pull back on what makes them difficult to counter.