over 5 years ago - /u/ClashRoyale - Direct link

These changes aren't live yet! They go live on May 6th.

https://preview.redd.it/xkw30wnf8zv21.jpg?width=1600&format=pjpg&auto=webp&s=c4b7948f97c800a43df4e61ae2235caaf76d5c97

In this Balance Update we're taking a look at Three Musketeers, Princess, Wall Breakers and more!

Watch the quick-look video!

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  • Three Musketeers: Elixir 10 -> 9, Deploy Time increased to 3sec, Added 0.15sec Deploy Time between Musketeers

Three Musketeers were increased to 10 Elixir in February. We are reverting their Elixir cost to 9, but increasing their Deploy Time (they will still keep their Damage increase from the 10 Elixir increase however). This will provide time for enemies to react, granting cards like Poison more damage before the Musketeers can escape the cloud.

  • Wall Breakers: Range increased by 100% (250 -> 500), Damages nearby Troops when attacking

Wall Breakers have been breaking more hearts than walls, so we are giving them an offensive boost. Connecting to Towers slightly earlier (a fraction of a tile) will help their consistency. The second buff is not Death Damage (they will not explode when destroyed) but their attacks will damage nearby enemies caught in the blast when they successfully connect to a Tower.

  • Goblin Barrel: Deploy Time reduced 1.2s -> 1.1s

Goblin Barrel has been a weaker win condition for several months, so we are slightly decreasing the window in which they can be countered. This should lead to more reliable chip damage when catching an opponent out of a cycle.

  • Princess: Projectile Speed Increased 33% (450-> 600)

The original Legendary lady has slowly dropped down the win rate charts. Her arrows travel slowly and that causes her to sometimes miss ‘Very Fast’ Troops like Spear Goblins or Fire Spirits. We are increasing her Projectile Speed so the attacks hit these faster Troops.

  • Dark Prince: Range increased by 20% (1050 -> 1250), Area Damage radius increased 25% (1000 -> 1250)

The less popular of the Prince brothers has struggled with awkward interactions against swarm Troops. He is meant to clear up swarms but often misses several Goblins/Skeletons. This increased Range and Area Damage should improve his combat skills against the Troops he is meant to counter.

  • Bomber: Hitpoints +28% (147 ->188)

The little Bomber boy has suffered from underwhelming Hitpoints since the game has launched. Early Troop balancing likely put too much emphasis on Area Damage, leaving the Bomber a bit too fragile. While this seems like a massive increase, it will simply allow the Bomber to survive one more Tower shot (or Musketeer blast) before crumbling into bones.

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Let us know what you think about these changes below!

The Clash Royale Team

External link →
over 5 years ago - /u/Supercell-Seth - Direct link

Originally posted by Teto-

Three Musketeers: Elixir 10 -> 9, Deploy Time increased to 3sec, Added 0.15sec Deploy Time between Musketeers

So now we can play the giant 3M easily, since adding deployment time will allow to prepare a bigger push on 2 lanes

Hey! During our testing we felt that the strongest use case of 3M was being a very quick defense. If you attacked and your opponent dropped 3M, they near-instantly generated a ton of damage. Even if you FB+Zapped them rather quickly, they often got ~3 Elixir worth of damage in, negating the Elixir trade. With a slower deploy time on defense, there are chances to damage or defeat them before they get a shot off. 3s Deploy time also greatly reduces the effectiveness of playing 3M in the pocket to take a 2nd tower.

Splitting behind the King Tower with a slower deployment does allow more saved Elixir, but the slower reaction time gives a bigger window for Bridgespam, Log Bait, or Miner decks to get in chip damage before they walk/shoot. In addition to changes to Barbarians, introduction of Earthquake, and buffing multiple splash Troops that match up well against 3M... I am optimistic the meta will find the tools to adapt.

I understand the feeling that this might be a buff, but every month there are impressions from the community that end up not being true. Please give this one a chance for a month, and if 3M is truly back to dominating the meta, we will be quick to address it.

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

Originally posted by Calcium001

Seriously, how has a card sat at over 50% use AND win rate for MONTHS now.

Because it hasn't :) This is a good example of how websites can skew your perception of the meta. Here are the four small spells use/win rates in Challenges:

  • Log - 30% / 48%
  • Barb Barrel - 30% / 56%
  • Zap - 27% / 49%
  • Snowball - 18% / 58%

Snowball is a bit concerning, we have a nerf we want to apply but it requires a client update so it will have to wait. Barb Barrel has been slowly trending down, and given how many times we have buffed/nerfed it, we are letting it sit a bit longer because if it does get nerfed again it will likely be another Barbarians health nerf instead of Barrel-specific change. (Barbs are sitting at 55% WR, Battle Ram at 54%)

In general, Barb Barrel and Snowball are the higher skill cap Spells compared to Zap/Log. It stands to reason that better players would take advantage of them to generate marginally better results. This is why websites (which tend to self-select for hardcore players) are showing use rates of 50%+.

Thanks for your regular posts/contributions to the subreddit, Calcium! I see your posts very often :)

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

Originally posted by TheCannibull311

baby dragon doesnt need a nerf, just because everyone uses a card doesnt mean it is unbalanced

This is basically our stance for now. Despite having very high use rates, Baby Dragon sits around 48-52% win rate every day, in both Classics/Grands, and doesn't budge much even when you look solely at 8-12 win games.

Baby Dragon is a jack-of-all-trades that can fit into basically any archetype, providing the meta with a solid presence to keep air and swarm decks in check. I think the meta is better off with Baby Dragon being very popular compared to when Royal Ghost, Bandit, Valkyrie etc filled that spot of "Most Popular Troop".

Its possible we would nerf Baby Dragon with a slight health reduction (to put it around 1000 HP) but this month I suspect Baby Drag + Tornado will be useful in regulating how strong 3M decks can be.

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

Originally posted by Mew_Pur_Pur

Honestly used to be very happy, felt like balances are going somewhere. Now I feel like they aren't. It's been two months of ignoring the lack of cheap spell diversity. You addressed goblin barrel in the short-term way, instead of addressing the larger problem (goblins being weak). Instead of taking a step back from the broken and assymetrical staggering, you are introducing it to even more cards. You even used the level 1 Bomber stats instead of tournament standard. You didn't mention the Clone change from earlier anywhere.

I feel like not enough backbone is put anymore. I'm more disappointed than ever.

I'm sorry you feel that way, I always respect your opinion and read your posts when I come across them.

Please give the balance team a chance here, I will happily come back and eat crow if we totally bork the meta. But every month we release a list of changes, the community spends a weekend saying that we have totally ruined everything, and yet this last month was one of the most diverse metas ever. If every month was really as bad as first impressions seem, we would not have reached this point as a community.

We use level one stats in the post because thats the number that changes, and ripples up to higher levels. Here is the Clone balance note I wrote (we didn't add it because it was a few weeks ago and seemed like old news):

CLONE Radius Reduced 4 -> 3

This change went live with the April update. We initially increased Clone’s radius to try and buff an underperforming card. The most recent buff, making the Clone animation vertical (instead of horizontal) was an appropriate buff and improved the card to being a strong competitive choice. Because of its unlimited duplication Clone is a very volatile card that works better as a niche meta choice – when Lava Clone was a very popular deck we did not like how it impacted high skill gameplay and decided to lower the radius.

(Note: Over the last week, Clone has a 4% use / 48% win rate, which is pretty much ideal for a spicy card like that. Freeze, a comparable Spell in terms of how powerful it should be, is 4%/46%)

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

Originally posted by SKLZ_Shark

Why was the witch not nerfed. 90% of the people i fight at 5400 have a witch......

In the 5000-5499 Trophy range, Witch has a 17% use rate. Buffing Princess and Bomber might help deal with her :)

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

Originally posted by iDetroy

No Rascal Nerf, No Prince nerf but instead buffing Goblin Barrel and Princess?

Great to see the next season will be filled with that disgusting Rascal / Prince Bait deck

Rascals almost made the cut :) They fluctuate a lot in win rate, sometimes over the line and sometimes just under. As their use rate rises and win rates stay high though, I would say they are a likely candidate for next month.

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

Originally posted by SwiperNoSwiping42

WALL BREAKER USERS REJOICE

Wall Breakers gain quite a few new skill-testing tricks with this buff! You can use Miner to distract the tower and whatever is played to defend the Miner can be caught in the WB blast. It's very fun to set up Traps for your opponent, adding a new dimension to a card that is very basic by design. Glad we could make all 7 Wall Breaker fans happy :)