Clash Royale (3 May 2016) Balance Changes: New Cards, Changes & Features
SuperCell just announced the latest upcoming Clash Royale balance changes and it is certainly very well-thought out. The patch will definitely discourage players from playing defensive (holding on for a draw by just playing defensive building cards) and to encourage more offensive gameplay. Which is what Supercell was looking for when they first released this game. This patch will also nerfed some overpowered cards such as Mortar and Bomb Tower, and also buffing up the seldom seen Royal Giant. Lastly, this patch, will also introduce 6 new cards and other new features which we will cover below!
“The Balance Changes on current cards were done, mainly to discourage defensive gameplay!”
Mortar: Deployment time increased to 5sec (from 3sec), damage decreased by 10%
For a building with both offensive and defensive capabilities, the Mortar is currently too strong and offers too much value for 4 Elixir. Its use rate in Arena 8 is a bit high for such a specialized, and contentious, card. Additionally, we wanted to take into consideration that when the new Tournament Rules come into play, Mortars will be capped at level 9 instead of level 8.
“I personally feel that the Mortar will definitely be nerfed at the upcoming patch. And alas, I was right. The Mortar is just so overpowered. It deals lots of splash damage. It is able to attack opponent’s tower from your base and you can just it offensively and defensively. With the increase in deployment time, players can have more time to react to it. The decrease in damage also makes the Mortar not so overpowered as it deals too much damage for a card that deals splash damage. With the nerf, we will hopefully see more offensive gameplay as compared to the defensive gameplay which everyone is so sick of seeing!”
Bomb Tower: Lifetime decreased to 40sec (from 60sec)
The Bomb Tower is a bit too dominant and difficult to deal with in the low to mid Arenas currently. A lower lifetime will help with this and also bring it more in line with the other defensive buildings.
“Another card waiting to be nerfed. The Bomb Tower is too overpowered. The insane amount of splash damage it does literally stops low/mid-arena players from attacking. Just one attack from the Bomb Tower can destroy your entire group of Spear Goblins. With a lower lifetime, players can destroy the Bomb Tower without sacrificing too much of their Elixir and players using the them one after another. Hence, promoting more offensive gameplay instead of defensive gameplay!”
Elixir Collector: Hitpoints decreased by 20%
The Elixir Collector’s use rate is very high at the top and feels like too much of an obvious choice in many decks. Additionally, being able to use it as a distraction and damage absorber is interesting, but it’s a bit too good at the latter right now. Less hitpoints should remedy this.
“Currently one of the most popular card, the Elixir Collector is able to complement well with a lot of cards. Not only does it give players an elixir advantage if it is left undamaged, it can also be used to bait troops such as the Hog Rider and Golem to attack it. It is a very good bait as it has a lot of hitpoints, hence allowing players to destroy opponent’s offensive troops even before they can attack your tower. Therefore, with the decrease in hitpoints, players might think twice before using it as a bait. Players now, can destroy it without sacrificing too much.”
Cannon: Hitpoints decreased by 11%
The Cannon simply offers too much value for 3 Elixir.
“As stated, the Cannon simply offers too much value for 3 Elixir. It deals a fairly high amount of damage and it can be used to refresh the users hand without sacrificing too much elixir. As it cost only 3 Elixir, players can easily top up their defense with other supporting troops. Unlike some other towers that cost 5 Elixir.”
Royal Giant: Range increased by 1
The Royal Giant’s low use rate shows that he hasn’t yet found his purpose. A longer range will allow him to outrange most defensive buildings and make him the demolitionist he was born to be!
“One of the cards that is seldom seen in the Arena, unlike its counterpart, the Giant which is usually seen. I predict that with this buff, the Royal Giant will be seen more often in the Arena. The increase in range might not seem like a big deal, but it actually allows his range to be 7 (from 6) which basically means that the Royal Giant can more often than not outrange a lot of defensive building cards.”
Mirror: Common and Rare Cards mirrored 1 level higher
This change will mean a Tournament Rules level Mirror (4), mirrors all card rarities to their respective Tournament Rules levels (1, 4, 7, 9); and a max level Mirror (8), mirrors max level cards. It should also help boost the Mirror’s overall value and appeal.
“The Mirror, seldom seen in the Arena after the nerf, is being buffed again! Other than just being able to mirror cards to their respective Tournament Rules levels, the buff also ensures that the card is not being neglected! A level difference in card can affect the course of the entire battle! Hence, be prepared to see the card being used more often in the Arena!”
Valkyrie/Mini P.E.K.K.A: Will be affected by pushback (e.g. when hit by Fireball)
When a rather large Fireball lands on your face you should feel it, and look as though you felt it. The Valkyrie/Mini P.E.K.K.A is tough as nails, but she’s not that tough. This change is for consistency with all other small to medium sized troops.
“This allows players to pushback these troops just like what they can do with the Hog Rider. Troops will have to walk a small distance again before being able to hit your tower. The pushback can also be used to knock melee troops away from your range troops.”
Range Values (all units): Fixed
More Cool Stuff
New Tournament Rules
New Max Levels