Balance Changes Coming (8/24)
News By Clash Royal 2016-08-22 21:54:28
The way we approach card balance in Clash Royale is a combination of playtesting and looking at the stats – in particular, card use rates and win rates – we also pay close attention to card interactions and the current meta. You can expect monthly balance changes to keep gameplay fine tuned and as fun as possible.
In this round of balance changes we’re taking a look at the , several of the Legendary and much more!
: Hit Speed decreased to 1.7sec (from 1.5sec)
- We like that the is a strong and relatively easy to use offensive option. However, he’s too strong right now – this change will allow him to stay relevant, but make him a bit easier to deal with. Additionally, his first attack will happen a bit slower.
Zap: Stun Duration decreased to 0.5sec (from 1sec)
- Zap is highly used at all levels of play and currently offers a bit too much versatility for 2 .
: Area Damage radius decreased by 25%
- We’d like to make the slightly less reliable at clearing up everything in the vicinity of her target.
: Hit Points decreased by 5%
- Considering how much control he offers, the is a bit too tanky for his 3 cost. He’ll still be very strong at the back, but doesn’t offer the same value in the middle of the action.
: Deploy Time increased to 1sec (from 0.7sec), Hitpoints decreased by 6%
- We’re fixing an unintentional Deploy Time change, and in doing so making the a bit easier to react to once again. Additionally, it’s become clear that the is quite strong and could do with being toned down a notch.
: Hit Speed increased to 1.6sec (from 1.8sec)
- A faster Hit Speed, including a quicker first attack, will make the more reliable.
: Damage increased by 7.5%
- The ’s stats aren’t quite on par with some other 4 options. A small damage buff should make him a more viable alternative in both defense and offense support.
: cost decreased to 5 (from 6), Hitpoints decreased by 7%, Damage decreased by 10%
- A lower cost should allow for some interesting synergies to become viable. We’re taking a bit of damage and hitpoints away from him to help compensate for this pretty big change.
: Speed increased to Very Fast (from Fast), Hit Speed increased to 0.7sec (from 1.1sec), Damage decreased by 23%
- We’d like to differentiate the from the Mini P.E.K.K.A a bit further, as both are 4 , high damage . This change should help them fill quite different roles in your deck.
: Cast time decreased by 66%, travel speed increased by 20%
- needs some love. This change will make it more consistent and reliable. (Note: We have some other tricks up our sleeves if this isn’t enough, but they are only possible to implement with a full update)
: Hit and Death Damage increased by 5%, Hitpoints increased by 1%
Golemite: Hit and Death Damage increased by 8%, Hitpoints increased by 3.2%
- At 8 the needs a lot of power to feel viable – these changes will hopefully get it there!
P.E.K.K.A: Damage increased by 5%
- P.E.K.K.A has quite low use rates across the board and could do with some more muscle! We’re also making her first attack happen a bit quicker.
: Spawn Speed increased to 2.5sec (from 2.9sec)
- We’re looking to give the more utility in both offense and defense.
Archers: Damage increased by 2%
- This tiny damage increase is just to fix an inconsistency with the Archers vs. interaction at certain levels.
: Damage increased by 2%
- This tiny damage increase is just to fix an inconsistency with the vs. interaction at certain levels.