lvl 12 with almost every card maxed out. It was a squash when 2x Elixir begun.
Amazing just how little the new cards are in circulation (I know the reasons why).
This whole week of playing well over 100 games I saw 1 Magic Archer, 1 Royal Ghost, and 1 Hunter. No Zappies, no Barbarian Barrel.
When such cards do turn up, it is so infrequently I mentally say "oh that's right, that card exists" every time.
On the flip side, seeing Double Prince decks a lot.
I definitely see Executioner more.
Maybe I should switch to him.
For the Elixir cost, the Executioner is a lot more robust and just as effective in a majority of contexts.
Please don't call direct damage cards "win conditions."
"Win condition" means what conditions you need to win-- like having more towers down when time runs out, or taking the King tower.
That's what certain cards, https://www.deckshop.pro/card/flag/wincon , are referred to in discussion of this game. As you can tell almost all decks include at least one off the cards, the only newer card being the ram and that's been out for awhile even.
Just saying some newer ones would be nice whatever you decide you want to call them.
Fixed: In rare cases, Cannon Cart was not being targeted after losing its shield
- Dark Prince: Shield Hitpoints -25%
- The last Balance Update made the Dark Prince faster and a bit tougher to deal with... maybe a bit too much. With reduced Shield Hitpoints, it'll require less damage to knock off the Dark Prince's shield, allowing for faster counterplays against him.
- Spear Goblins (affects Spear Goblins, Goblin Gang, Goblin Hut): Hit Speed 1.1sec → 1.2sec
- All 3 Cards that feature Spear Goblins have a heavy (and punishing!) presence in different metas. Increasing their Hit Speed should scale back their versatile usage just a bit.
- Barbarian Barrel: Range 6.5 → 7
- Our Barrel loving Barbarian hasn't quite found his place within the Arena yet. Increasing Range makes him a bit more reliable at hitting targets and also brings the brave Barbarian closer to Towers. If a Tower is down however, he'll now be able to reach the King, providing better opportunities to secure 3 Crowns.
- Knight: Hitpoints +3%
- Even after the last Balance Update, the Knight is still a versatile and popular choice, but a small increase in Hitpoints should put him in a good spot for top level play as well.
- Dart Goblin: Damage +3%
- The Dart Goblin's unique and fast-paced gameplay has struggled to find a solid place within different metas. However, now that he exclusively chews Double Trouble Gum, he's able to blow darts a bit harder, dealing more damage, and even two-shotting Minions!
- Ice Spirit: Area Damage -4%; Freeze Duration 1.5sec → 1sec
- Ice Spirit is both a fun and difficult Card to master. With a whopping cost of 1 Elixir, plus its versatile usage, there's no question to why it was highly present in top level play. Adjusting Area Damage and Freeze Duration should scale it back just enough to keep it competitive, while toning down its tremendous value a notch.
- Skeleton Barrel: Skeleton count 6 → 7
- Skeleton Barrel offers the opportunity for different gameplay situations, troop combinations and counterplays. Adding 1 more Skeleton should make it a viable choice for both competitive and fun play again.
- Lightning: Radius 3 → 3.5
- Lightning has seen multiple adjustments in the past (reduced Radius, Damage and Crown Tower Damage). This increase in Radius should help make Lightning a viable choice for battle again.
- Tornado: Duration 2.5sec → 2 sec; Damage per second +21% (this affects Total Damage -3%)
- While being difficult to master, Tornado can be dominant when played well. Slightly reducing its pull duration balances interactions against big pushes, aka, these troops won't be immobilized for such a long time anymore. To compensate the pull reduction, Damage per Second will pack a bigger punch (ex: at tournament level, Tornado will be able to kill Skeletons and Bats in 2 ticks, rather than 3).
- Magic Archer: hits moving targets better
- This is meant to address situations where the Magic Archer couldn't hit spawning units from a Tombstone or Goblin Hut.
- Spells: can now be played on the river
Fixed: Witch would sometimes switch targets (while being locked to a tower), if spawning skeletons pushed her target out of range
Fixed: In rare cases, Sparky's hit would reset if she's knocked out of range while charging
Fixed: Hunter can now hit targets on top of him
So they're also removing the clan chest uh? just realized that
Emote muting now persists between battles - i.e. you can toggle it on or off, permanently!
Yeah I could do clan chests while just playing my 2v2 to refil chests and crowns and now this clan war crap is making me play more of this game than I want to (and in 1v1 which I don't want to play). Hate to say it but I think my time with this game is coming to an end.
BTW we have a slot open in the v active NeoGAF clan. Quote for invite.
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Addding insult to injury, the new Clan War Season is two weeks long. So we went from having rewards every weekend to grind every day for one chest
I just started playing again. New phone so starting from scratch. I sent an invite if there's still a spot.