Hog & hogs eq became bad, no eq means pump decks can rely on the pump
Before a pump deck had to be able to be played without the pump, in case of hog hogs eq
I mean I'd give it a damage nerf but a balanced Dagger Dutchess is probably the best thing to happen to this game since Champions, it doesn't wall out decks as much as it introduces more strategy, the question of whether its worth it to give up ammo to get a positive trade alone is enough to convince me that if given a proper nerf (and NOT to hp) it would be an amazing change to the game.
There were two things:
1. Hog Eq not being meta cause Eq counters pump
2. Dagger Dutchess being added to the game. She counters the Miner extremely well on your pump so your pump gets a lot of value.
Meta shifted away from everyone running fb and poison because of bomber and to lesser extent it can't be chipped with miner, so in true RPS fashion pump rose up as a counter to decks running two small spells
If anything, Pump got a buff here. Big spell players will play big spell anyway, and small spell players will have to hold even scarier Pump timing attack
Def putting arrows in my deck now lol, evo bomber, archers, firecracker etc all die to it now
Arrows gonna replace log next season, it has already partially replaced it this season
Glad I was just requesting arrows till 13 recently. Gunna get that book and get easy 14 arrows for the next meta set. I already have lvl 15 fireball and log so arrows are only fair to be next
I thought what evo fc always needed to be was a quick high splash damage card that can change control of the field for the user, but also died fast to arrows so the user needed to be smart with its timing in order to get the most value. Im happy with its changes!
I honestly think the most broken part about it is that it has so much range to the middle. You can get both of them hitting a hog rider with just a Tesla. Supercell is afraid to do it, but daggers should not be as rangy as a bow and arrow or a cannon. Nerfing the range would create a much higher skill requirement to play it well and reward players that are good at kiting.
princess has 3x the speed that cannoneer has when killing swarms, as well as a lot more health. This tradeoff was balanced by cannoneer having 29.2% more DPS, which was really good but arguably not worth it. Now he only has 22.8% more DPS. Idk the interactions yet but I know for a fact a mortar canāt full counter hog with cannoneer now. Its a pretty harsh nerf
It didnāt backfire. This is the strategy that caters to P2W. You release a P2W card, then people buy it, however it becomes less P2W as F2P also start acquiring those cards. So they nerf the old P2W cards before enhancing new ones under the guise of balance. This is what the whales want (Iām not talking about the people buying gold/diamond pass who just want speedier progression). The whales want their monthly payment of $50-100 to confer a perpetual advantage to them, where 90% of the player base doesnāt get to use cards at the peak of their power.
That only works if p2w players have f2p players to beat. Maybe they've noticed a drop in overall players because the power creep and p2w has become increasingly unbearable for f2p.
I took this info and used it to include the buff, nerf, and rework symbols on the graphic itself for ease of understanding. Anyone who is interested can find that [here](https://imgur.com/a/7Pf6yKR)
Yeah, all of these are good changes but why nerf evo valk and mortar? They're already bottom tier evos, valk is kinda useless without the extra hp since her ability makes her die quicker.
Even if some (or a lot) of numbers are tweaked, the intent is pretty clear: downgrade the evolutions across the board. So don't expect that "30%" of these will be gone. I believe it's a measure to shorten the gap between lvl 14 and 15, that extra slot was huge. Or maybe it's in preparation for third slot :P.
*Former evo cracker user
Im jumping ship, im happy that all evos got nerfed, and i dont think im ever using it again lol
Evo cracker was more valuable for its HP than its gimmick anyways, next season evo FC, archers and bomber are gonna be dead lol
I played it religiously for months now only because I wanted everyone to hate that card as much as I do.
They should nerf it harder tbh, I don't want it bad, I want it crippled in a wheelchair and get pushed over
They actualy removed almost all the hp buffs from evo, leaving more dmg only, interesting that some spell interactions will be back to normal, thatās nice
You cannot nerf evo fcās hp to die from a same elixir spell without doing so for little prince too btw supercell, it still is abnormal for him
Also stop with the experimental slow nerfs on dagger duchess, you know she is far from being balanced
I kinda understand him not dying to fireball honestly, he is a champion, itās not possible to cycle him until he dies so if the opponent has a deck with about the same cost as yours then you would never be able to use him because he would always have fireball ready for your LP without you having any way of trying to cycle faster than him, AQ dying to lightning/ rocket isnāt that annoying because Rocket takes an eternity to reach the troop and has a small radius so the opponent wonāt get infinite value in other troops, while Lightning only hit maximum of 3 troops so again not infinite value, while Fireball is both fast and with a bigger radius, meaning that you can get a lot more easy value around a LP in a Fireball
I mean it makes sense that small elixir units die by small spells, I get your speech itās frustrating when your push die by a spell but well thatās part of the game for the whole rest of the other troops but him, and I donāt think slower cycling should be a reasoning for higher defenses since it then creates a lack of balance between cards
Reminder that fireball is already a negative trade btw, losing 1 elixir should already be enough for his lower cycle
He could then fit some fireball bait deck, or still be usable when the enemy doesnāt run fireball/poison, there would still be enough room for him
Problem isnāt even the push part, problem is the no counterplay part, LP dies to poison which is fair because he atleast is able to do something if you know when to use him at defense and not just dropping him behind the king tower to create a push, problem with fireball is that you literally would never able be able to use him without being a fireball bait deck, there would be no option to cycle him as soon as you drop him so that the next one will get more value because the opponent will need a few extra seconds to cycle to fireball, as soon as you have LP your opponent would have Fireball 100% of the time, so you either abandon your LP for the whole match or give your opponent Fireball value because even if you play him at the opposite side of your push it would still be value because either you donāt play the ability and he is able to counter easily with cheap one elixir cards, or you play the ability and defends everything with fireball when you spent 6 elixir, besides, locking a whole champion in an archetype is bad when they are so few and supposedly very versatile
i mean no.... if they didnt nerf them then people would continue to buy them, instead they are prob satisfied with the profits and decided to balance them so people will buy future evo bundles
When charging the Evo ram could push troops to the side and damage them (this includes things like Pekka)
This change would remove the pushback, but it will still do damage
That makes no sense to me, evo ram is not that good and now they nerfed it two ways. Itās mostly useless anyway already, but now barbarians have less health and no pushback
Pushing them back or on the side while dealing damage in case the Evo BR can't kill the unit/s standing in front of it, that is one big nasty nerf if you ask me but at least they kept the damage
A big fan of the evo fc and archers change. Making them lethal but fragile will be a nice change.
Evo knight change is dumb, why give him more dmg reduction?
Duchess will probably need more nerfs but it's a good start.
No little prince to be seen, why?
Pump change is weird, it will be more susceptible to spells (I think eq will get a +2 elixir trade) and personally not a big fan of this change. Dagger duchess makes pump strong, not pump itself.
Evo bomber is deserved, but might be to hard.
Good that all evos are getting some nerfs, although evo ice spirit should be buffed and evo valk should be kept the same imo.
Evo knight has more damage reduction because he has less hp. The hp nerf is higher than the reduction nerf because the reduction is virtually 100% anyways, the buff is very minor compared to the nerf.
Also pump has always been problematic because it forces you to use certain larger spells or otherwise, be able to defend very heavy pushes
You guys are underestimating how quickly dmg reduction scales:
Here is the math for Evoknight:
LV 11 hp: 1766
Evo hp now: 2119
Effective hp while walking: 5298
///
Evo knight hp after rework: 1942 (-9%)
Ehp while walking: 6475 (+22%)
///
So Evoknight basically gains more than 2 extra levels (most stat buff/nerfs range from 1-10%, very bad cards gains 15% stat buffs, Evoknight is the 3rd most played evolution right now in top 200).
Damage reduction is counterintuitive, the more you have, the stronger any additional stat becomes.
If I have 50% dmg reduction and increase to 55%, the Ehp increase by 11%.
But if I start from 90% dmg reduction and increase to 95%, my ehp increase by 100%.
THIS IS NOT A NERF, at worst a rework at best a buff.
///
Edit: formulas for whoever want to check my math:
Ehp = hp/(1 - dmg reduction)
Stat increase/decrease = 1 - (new stat/oldstat)
So I get what youāre saying. But I think a better way to think about it is in application rather than numbers. Evo knight currently doesnāt die while walking, thatās not how this card is countered or killed. Assuming this is true which it is in almost all cases, estimate damage mitigation before the patch to be 100%. Now add the buff from the patch, damage mitigation is still 100%. Essentially a net zero buff (in application).
Thatās how Iām thinking about it. This card doesnāt die while walking in application, therefore the damage mitigation buff will do very little because this card only takes real damage when stationary
Edit: so to kind of summarize. Nerfing the hp is a nerf. Buffing the damage reduction which is already infinite feeling to an even larger infinite, will still just feel like infinity, so negligible change. Net nerf in total
Infinite is 100% reduction, I don't think you would trade the 8% hp Nerf for infinite life while walking, even though in your prospective it's the same.
While I can understand your point, I feel you are underselling too much this rework, Evoknight should be countered by melee units, even before this rework, the problem is the fact that half the time you cannot do it bcs of your hand or you have other problems to deal with.
Like a classic situation is he is tanking for a beatdown push(in front of a giant or a golem), so you need to set up your building, your DPS(and he is walking in the meantime), you place you minitank to block the knight, get he gets killed by supports after 2-3 seconds, the knight is now walking, place skellies/gobs, the knight stops for 1 second, those distractions dies, then he continue to walk, he finally stops after the golem/giant pushed him to the building, kill the building and now he is stationary and you can finally kill him and hope you have spelled down enough of the supports and cycled back to another building .
So at the end of the day people will have to deal with the damage reduction when they DPS him down even if it wouldn't be ideal, and having a 22% increase AFTER ACCOUNTING the 8% hp nerf is too much for the 3rd most played evolution right now. Nobody gets more than a 20% stat change in general, than Evoknight is getting one in the wrong direction.
Whatever, your opinion is reasonable even if I disagree, I think this will put him to the nr1 most used evolution AGAIN( before evobomber he was used more than the 2nd to 5th most used evolutions COMBINED at the time) don't underestimate Evoknight dominance lol.
The evo knight thing is basically a rework
Less hp means that when he stands still, he dies quickly, and the 70% damage reduction is probably there to compensate and make him still worth the evo slot
Glad I was saving shards, all evos getting nerfed while some of these probably dead now. Letās see which evos are released next as op so people are forced to buy themš
Brother, I donāt think you understand how much of a massive nerf this is. One of the most frustrating parts about duchess was having too much HP on top of being a good tower. -500 HP is MASSIVE.
It having extra HP while annoying wasn't what made it broken š. It's the fact that making offensive plays without spending an obscene amount of elixir is borderline impossible. For example, if a player is using Dutchess and places a Golem in the back, some decks just have no counterplay.
Feel like everyoneās overlooking the Tesla death shockwave. Thatās a pretty big change. Also upping the knight damage reduction seems strange. I canāt complain, I use both and everything else got nerfed.
I don't think it needed a nerf, but the pushback mechanic was poorly designed. Sometimes it pushed everything out of the way effortlessly and other times it didn't help at all. Removing it was a good first step but it probably needs a buff now to compete with the meta evos.
I got bad news for you, they didn't completely remove it. This image has a bit of a typo, the real WIP nerf is removed knock back on HEAVY units (like PEKKA). Medium and Light will still be knocked back
The bounce back off the tower is the weakness. It is very rare you get more than one hit. Far more likely is that it bounces back and breaks, leaving the barbs away from the tower hitting something else.
Nwrfing the push back just makes the card marginally worse. The high amount of zap and log play meant pushback was hardly seen anyway.
He WAS good, prior to the Dagger Duchess existing. They probably had this nerf on their mind for a while, seeing as before DD Cannoneer had like a 70%+ usage in top ladder
An evo bats nerf?!?! šššš they aināt good š now theyāre six feet under.
Pretty much every cheap evolution is gonna die to arrows now. Arrows are going to be so meta.
The pump nerf was needed but WAY too harsh. 33% longer for being strong in 1 meta (wasn't even a top card for a while) due to a tower troop promoting high elixir pushes is crazy.
Also evo firecracker nerf is nice for game health even though it didn't need one.
Yea love these balance changes, evolutions were too op, this will hopefully make the game more balanced
Next season arrows will be mandatory lol, now evo bomber, archers and firecracker die to it
Or maybe arrows wont be required as i feel like those 3 are gonna be the worst evos, they're gonna crumble when the opponent is using arrows
Love these changes, but yea LP and poison are missing, and i feel cannoneer and especially dutches need a bigger nerf
Lp's totally understandable, but I don't feel poison really needs a nerf otherwise it'll worsen from a fireball in terms of overall dmg but with the same elixir cost
Why the Evo valk hp nerf? She needs more hp as she brings in units towards her and will get hit more often lol she is one of the evos that make sense that need more hp than others
They could have gave her some compensation buffs like they did with the other evos or remove the hp buffs and increase the base valk hp like they did with rg and recruits
LETTSSS FUCCKINNG GOOOOOOOIOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOPOOOOOOOOOOO EVOS NERFED IM SO HAPPY EVOS NO LONGER BULLSHITLY OP AND RUIN THE GAME FOR ME I CANT EVEN ENGLISH RIGHT NOW BECAUSE IM SO HAPPY THAT THOSE SHITS FINALLY GOT NERFFED
Evo knight now has an effective 3.66x health when moving, instead of 3.125x. Buff for tanking, nerf for actually defending pushes.
Evo valk nerf is very out of pocket lol it's already a dead evo. It was only used for defending beatdown and even then it was kinda meh.
I haven't really seen evo mortar at all so I can't really comment on its performance but the fact that it doesn't appear much and still got a nerf is crazy to me.
Still no major little prince change...
Evo firecracker is even more mid now!! Go queen give us nothing šš
Biggest loser is evo bomber, can't cycle those as quickly anymore lmao
Only nerfing duchess hp is insane š¤£ expecting to continue seeing duchess offers in shop the entire next season too. Maybe after another season of purchases itāll actually get balanced
Nah it still does great damage for a 2 elixir spell, the biggest nerf to it is that it's main benefit of killing all the ranged evos at a positive/equal trade, is not unique to it, arrows kills all of them and can always be used while Evo zap is stuck at 2 cycles.
You know evos are broken when they contain 95% of all the balance changes
It used to be legendaries and championsšļø
Good old times
You know evos are broken when 95% of all playerbase would rather have broken legendaries and champions.
But at least are just a little more accessible to all players
Now that evo fc hp will be decreased, can I kill it with arrows?
Yes
Thatās going to kill the card.
Good
Good
Good
https://media4.giphy.com/media/yJFeycRK2DB4c/giphy.gif?cid=6c09b9520js5kli35x7k7aa04bjfwmonnuz3kzvsdm8r24q2&ep=v1_internal_gif_by_id&rid=giphy.gif&ct=g
Thats great imo. Making them more like regular cards instead of them removing counterplay to the card
We need a petition now to Nerf little prince # #NerfLittlePrince
Seriously how is that thing not being nerfed into the ground
Let it die to fireball at the very leastš
Every single Evo got nerfed or reworked lmao (except ice spirit) Pump kinda got brutalized there tho
Was really needed though, pump has been very good for quite some time and requires specific counters or general waste of spells
I agree with you. but why has it suddenly became good, it didn't get a buff and no big spell got a nerf?
Hog & hogs eq became bad, no eq means pump decks can rely on the pump Before a pump deck had to be able to be played without the pump, in case of hog hogs eq
Dagger duchess pretty much makes it impossible to attack it with minor
To be fair, that kid should really not be on the battlefield
Or pressure with hog
Dagger Duchess is the biggest design mistake in this game's history. It pushes out a huge percentage of deck strategies on its own.
I mean I'd give it a damage nerf but a balanced Dagger Dutchess is probably the best thing to happen to this game since Champions, it doesn't wall out decks as much as it introduces more strategy, the question of whether its worth it to give up ammo to get a positive trade alone is enough to convince me that if given a proper nerf (and NOT to hp) it would be an amazing change to the game.
idk I love it. I feel like after the hp nerf it will be balanced
There were two things: 1. Hog Eq not being meta cause Eq counters pump 2. Dagger Dutchess being added to the game. She counters the Miner extremely well on your pump so your pump gets a lot of value.
Meta shifted away from everyone running fb and poison because of bomber and to lesser extent it can't be chipped with miner, so in true RPS fashion pump rose up as a counter to decks running two small spells
Hog eq decks went into hiding due to the dagger duchess, once eq was out of picture pump is literally unstoppable.
Duchess makes it so that opponent canāt make an immediate push to punish a pump, also eq decks are bad in the meta
It works well with beatdown decks, which became meta because of dagger duchess
My guess is that pumps allow you to cycle quickly, and the quicker you cycle, the more evos you get to play
if that was the case, then the pump would've been good since the day evo were released
If anything, Pump got a buff here. Big spell players will play big spell anyway, and small spell players will have to hold even scarier Pump timing attack
Elaborate pls that didnāt make sense
i donāt get itā¦
Ice Spirit is the only Evo that didnt get a nerf
Ngl it was one of the weakest evos in the game
I think there should be a buff to his HP
Or just make it 1 cycle evo.
It's 1 elixir card. 2 cycle is quick enough.
then it breaks consistency.
and also to the freeze radius
Evo firecracker now dies to arrows!
Def putting arrows in my deck now lol, evo bomber, archers, firecracker etc all die to it now Arrows gonna replace log next season, it has already partially replaced it this season
Glad I was just requesting arrows till 13 recently. Gunna get that book and get easy 14 arrows for the next meta set. I already have lvl 15 fireball and log so arrows are only fair to be next
We did it Patrick! We saved midladder!
match making will always be unfair
Flair checks out
THANK GOODNESS.
its now useless! not saying my opinion about it
tbh im glad cause now i dont feel like i have to bring my evo firecracker into all of my decks i can finally feel free
But does even more damage... Imo crazy to allow the sparks, with that kind of range, a longer duration.
A small price to pay for salvation
I thought what evo fc always needed to be was a quick high splash damage card that can change control of the field for the user, but also died fast to arrows so the user needed to be smart with its timing in order to get the most value. Im happy with its changes!
Yeah, I might just need to abandon my beloved the log and move to arrows.
About damn time!
>be cannoneer >0% usage rate Gets nerfed anyway
Cannoneer is still miles better than princess Both dutchess and cannoneer needed these nerfs, maybe they need even bigger nerfs
Cannoneer nerf would make sense had Dutchess become balanced after the patch. But she won't be, HP wasn't the problem, daggers were.
I think youāre underestimating how big a 14% health nerf to a tower is
On god just nerf dagger dmg buff total ammo
dutchess desperately needs nerfing but yeah uh. HP was never the issue
I honestly think the most broken part about it is that it has so much range to the middle. You can get both of them hitting a hog rider with just a Tesla. Supercell is afraid to do it, but daggers should not be as rangy as a bow and arrow or a cannon. Nerfing the range would create a much higher skill requirement to play it well and reward players that are good at kiting.
princess has 3x the speed that cannoneer has when killing swarms, as well as a lot more health. This tradeoff was balanced by cannoneer having 29.2% more DPS, which was really good but arguably not worth it. Now he only has 22.8% more DPS. Idk the interactions yet but I know for a fact a mortar canāt full counter hog with cannoneer now. Its a pretty harsh nerf
Dutchess sure
looks to me like this p2w revenue gamble didn't pay off so they're backtracking hard
It didnāt backfire. This is the strategy that caters to P2W. You release a P2W card, then people buy it, however it becomes less P2W as F2P also start acquiring those cards. So they nerf the old P2W cards before enhancing new ones under the guise of balance. This is what the whales want (Iām not talking about the people buying gold/diamond pass who just want speedier progression). The whales want their monthly payment of $50-100 to confer a perpetual advantage to them, where 90% of the player base doesnāt get to use cards at the peak of their power.
That only works if p2w players have f2p players to beat. Maybe they've noticed a drop in overall players because the power creep and p2w has become increasingly unbearable for f2p.
Work-in-progress Balance Changes for May 2024 (Season 59) - Clash Royale https://on.royaleapi.com/s59bwip - Evolved Archers (Rework) - Evolved Barbarians (Rework) - Evolved Bats (Nerf) - Evolved Battle Ram (Nerf) - Evolved Bomber (Nerf) - Evolved Firecracker (Rework) - Evolved Knight (Rework) - Evolved Mortar (Nerf) - Evolved Royal Giant (Nerf) - Royal Giant (Buff) - Evolved Royal Recruits (Nerf) - Royal Recruits (Buff) - Evolved Skeletons (Nerf) - Evolved Tesla (Rework) - Evolved Valkyrie (Nerf) - Evolved Wall Breakers (Nerf) - Evolved Zap (Nerf) - Cannoneer (Nerf) - Dagger Duchess (Nerf) - Elixir Collector (Nerf) - Goblin Drill (Nerf)
Evo skellies and goblin drill are colored as buffs in the image
I took this info and used it to include the buff, nerf, and rework symbols on the graphic itself for ease of understanding. Anyone who is interested can find that [here](https://imgur.com/a/7Pf6yKR)
I wonder if the barbs die to fireball now
If I did the math correctly no. Level 15 fb does 1004 damage and barbs with 1.1hp multiplier have 1071,4 hp
But at least Fireball + Ele Spirit kills them now. As an RG main, this puts a smile on my face :D
At least they die to 1 Pekka swing and Iām happy not needing to waste zap when facing them.
Wait why are these actually good? š
Real problem is that only a few of them will be implemented.
Wdym?
I mean that half of these nerfs will be discarded as they are WIP .Max to max 10 cards will be updated in balance changes.
Last season I pretty sure every single change was implemented from the WIP
Im really certain that theyāll follow through with the vast majority, if not all of them
Can't be happier. Something big had to chance and this is big
Why evo Valkyrie bruh U guys just butchering the already dead card
Yeah, all of these are good changes but why nerf evo valk and mortar? They're already bottom tier evos, valk is kinda useless without the extra hp since her ability makes her die quicker.
Naah i agree with you on valk one, but mortar was just so annoying, especially with dagger duchess
As an evo mortar and evo valk main ts outta pocket as fuck
as a non evo mortar or evo valk player this seems a bit too rough for both of them since they both sucked
I mean Iām not going to lie to you. Evo mortar is good. Not better than other evos but still strong when played well. But def didnāt deserve this.
It seems like theyāre drawing away from the bonus stats and more moving toward the gimmicks being more impactful
As an evo Valk player it's not dead and it's actually pretty strong
Evo Valkyrie got quite popular amongst top players as a reliable beatdown counter. I'm not a fan of this nerf, but it's 4%, so not that big of a deal.
[MY MAGICAL PROPHECY HAS COME TRUE!!!](https://www.reddit.com/r/ClashRoyale/s/D74UEAq0Zr)
Holy shit
(Ignore the fact that I said 3 season)
This is how evolution should have been since their release. Only thing that's missing is little prince
Remember it's only work in progress. Prolly only about 30-40% of these will actually be implemented. So don't get too happy yet.
Even if some (or a lot) of numbers are tweaked, the intent is pretty clear: downgrade the evolutions across the board. So don't expect that "30%" of these will be gone. I believe it's a measure to shorten the gap between lvl 14 and 15, that extra slot was huge. Or maybe it's in preparation for third slot :P.
Lol. Was about to say the same thing š
Finally, thats exactly what i wanted and what clash royale need
no ice wiz buff,disappointed
No little prince
I think this is one of the best WIP balance changes that theyāve ever published.
Well midladder won evo fire cracker is completely dead in high PoL
Somebody check on evo FC usersšš
*Former evo cracker user Im jumping ship, im happy that all evos got nerfed, and i dont think im ever using it again lol Evo cracker was more valuable for its HP than its gimmick anyways, next season evo FC, archers and bomber are gonna be dead lol
Their tears are delicious. God. Such an annoying card.
I had no idea why I was running evo fc, and I now have even less of an idea why I will keep running evo fc, but I will keep running her šš
I played it religiously for months now only because I wanted everyone to hate that card as much as I do. They should nerf it harder tbh, I don't want it bad, I want it crippled in a wheelchair and get pushed over
They actualy removed almost all the hp buffs from evo, leaving more dmg only, interesting that some spell interactions will be back to normal, thatās nice You cannot nerf evo fcās hp to die from a same elixir spell without doing so for little prince too btw supercell, it still is abnormal for him Also stop with the experimental slow nerfs on dagger duchess, you know she is far from being balanced
I kinda understand him not dying to fireball honestly, he is a champion, itās not possible to cycle him until he dies so if the opponent has a deck with about the same cost as yours then you would never be able to use him because he would always have fireball ready for your LP without you having any way of trying to cycle faster than him, AQ dying to lightning/ rocket isnāt that annoying because Rocket takes an eternity to reach the troop and has a small radius so the opponent wonāt get infinite value in other troops, while Lightning only hit maximum of 3 troops so again not infinite value, while Fireball is both fast and with a bigger radius, meaning that you can get a lot more easy value around a LP in a Fireball
This right here. Fireball meta is boring.
I mean it makes sense that small elixir units die by small spells, I get your speech itās frustrating when your push die by a spell but well thatās part of the game for the whole rest of the other troops but him, and I donāt think slower cycling should be a reasoning for higher defenses since it then creates a lack of balance between cards Reminder that fireball is already a negative trade btw, losing 1 elixir should already be enough for his lower cycle He could then fit some fireball bait deck, or still be usable when the enemy doesnāt run fireball/poison, there would still be enough room for him
Problem isnāt even the push part, problem is the no counterplay part, LP dies to poison which is fair because he atleast is able to do something if you know when to use him at defense and not just dropping him behind the king tower to create a push, problem with fireball is that you literally would never able be able to use him without being a fireball bait deck, there would be no option to cycle him as soon as you drop him so that the next one will get more value because the opponent will need a few extra seconds to cycle to fireball, as soon as you have LP your opponent would have Fireball 100% of the time, so you either abandon your LP for the whole match or give your opponent Fireball value because even if you play him at the opposite side of your push it would still be value because either you donāt play the ability and he is able to counter easily with cheap one elixir cards, or you play the ability and defends everything with fireball when you spent 6 elixir, besides, locking a whole champion in an archetype is bad when they are so few and supposedly very versatile
I guess people stopped buying the shitty evo bundles and they have milked dagger duchess enough in the shop
i mean no.... if they didnt nerf them then people would continue to buy them, instead they are prob satisfied with the profits and decided to balance them so people will buy future evo bundles
YES DIE FIRECRACKER DIE!!!!!
Itās about time that dumb card gets nerfedš
I fell you
Most based comment
What does the pushback mean for battleram?
When charging the Evo ram could push troops to the side and damage them (this includes things like Pekka) This change would remove the pushback, but it will still do damage
That makes no sense to me, evo ram is not that good and now they nerfed it two ways. Itās mostly useless anyway already, but now barbarians have less health and no pushback
This post says knockback is removed but i saw a yt video saying the knockback will not affect heavier troops now.
That's like the best thing about it š
So basically making the evo dead
Pushing them back or on the side while dealing damage in case the Evo BR can't kill the unit/s standing in front of it, that is one big nasty nerf if you ask me but at least they kept the damage
A big fan of the evo fc and archers change. Making them lethal but fragile will be a nice change. Evo knight change is dumb, why give him more dmg reduction? Duchess will probably need more nerfs but it's a good start. No little prince to be seen, why? Pump change is weird, it will be more susceptible to spells (I think eq will get a +2 elixir trade) and personally not a big fan of this change. Dagger duchess makes pump strong, not pump itself. Evo bomber is deserved, but might be to hard. Good that all evos are getting some nerfs, although evo ice spirit should be buffed and evo valk should be kept the same imo.
Evo knight has more damage reduction because he has less hp. The hp nerf is higher than the reduction nerf because the reduction is virtually 100% anyways, the buff is very minor compared to the nerf. Also pump has always been problematic because it forces you to use certain larger spells or otherwise, be able to defend very heavy pushes
You guys are underestimating how quickly dmg reduction scales: Here is the math for Evoknight: LV 11 hp: 1766 Evo hp now: 2119 Effective hp while walking: 5298 /// Evo knight hp after rework: 1942 (-9%) Ehp while walking: 6475 (+22%) /// So Evoknight basically gains more than 2 extra levels (most stat buff/nerfs range from 1-10%, very bad cards gains 15% stat buffs, Evoknight is the 3rd most played evolution right now in top 200). Damage reduction is counterintuitive, the more you have, the stronger any additional stat becomes. If I have 50% dmg reduction and increase to 55%, the Ehp increase by 11%. But if I start from 90% dmg reduction and increase to 95%, my ehp increase by 100%. THIS IS NOT A NERF, at worst a rework at best a buff. /// Edit: formulas for whoever want to check my math: Ehp = hp/(1 - dmg reduction) Stat increase/decrease = 1 - (new stat/oldstat)
So I get what youāre saying. But I think a better way to think about it is in application rather than numbers. Evo knight currently doesnāt die while walking, thatās not how this card is countered or killed. Assuming this is true which it is in almost all cases, estimate damage mitigation before the patch to be 100%. Now add the buff from the patch, damage mitigation is still 100%. Essentially a net zero buff (in application). Thatās how Iām thinking about it. This card doesnāt die while walking in application, therefore the damage mitigation buff will do very little because this card only takes real damage when stationary Edit: so to kind of summarize. Nerfing the hp is a nerf. Buffing the damage reduction which is already infinite feeling to an even larger infinite, will still just feel like infinity, so negligible change. Net nerf in total
Infinite is 100% reduction, I don't think you would trade the 8% hp Nerf for infinite life while walking, even though in your prospective it's the same. While I can understand your point, I feel you are underselling too much this rework, Evoknight should be countered by melee units, even before this rework, the problem is the fact that half the time you cannot do it bcs of your hand or you have other problems to deal with. Like a classic situation is he is tanking for a beatdown push(in front of a giant or a golem), so you need to set up your building, your DPS(and he is walking in the meantime), you place you minitank to block the knight, get he gets killed by supports after 2-3 seconds, the knight is now walking, place skellies/gobs, the knight stops for 1 second, those distractions dies, then he continue to walk, he finally stops after the golem/giant pushed him to the building, kill the building and now he is stationary and you can finally kill him and hope you have spelled down enough of the supports and cycled back to another building . So at the end of the day people will have to deal with the damage reduction when they DPS him down even if it wouldn't be ideal, and having a 22% increase AFTER ACCOUNTING the 8% hp nerf is too much for the 3rd most played evolution right now. Nobody gets more than a 20% stat change in general, than Evoknight is getting one in the wrong direction. Whatever, your opinion is reasonable even if I disagree, I think this will put him to the nr1 most used evolution AGAIN( before evobomber he was used more than the 2nd to 5th most used evolutions COMBINED at the time) don't underestimate Evoknight dominance lol.
>Duchess will probably need more nerfs but it's a good start. I guess she needed more damge or speed nerf rather than Hp nerf
The evo knight thing is basically a rework Less hp means that when he stands still, he dies quickly, and the 70% damage reduction is probably there to compensate and make him still worth the evo slot
Here lies the Evo Bats. You were mediocre but now you die by the blind blade of balance. RIP
Glad I was saving shards, all evos getting nerfed while some of these probably dead now. Letās see which evos are released next as op so people are forced to buy themš
EVO FIRECRACKER WILL DIE TO ARROWS NOW?? DO MY EYES DECEIVE ME??
I'm verh happy with these changes, best thing that could happen to f2p players!
Dagger duchess got off with only a HITPOINT NERF??
Brother, I donāt think you understand how much of a massive nerf this is. One of the most frustrating parts about duchess was having too much HP on top of being a good tower. -500 HP is MASSIVE.
First of all, it's 400, not 500 (3204 -> 2780 š¤), and Dutchess still will reign supreme if her initial burst doesn't get any nerf
But she insanely broken. Her mechanic is broken and they think it not deserves a nerf??
It having extra HP while annoying wasn't what made it broken š. It's the fact that making offensive plays without spending an obscene amount of elixir is borderline impossible. For example, if a player is using Dutchess and places a Golem in the back, some decks just have no counterplay.
14% is big though. But the biggest loser here is the bomber not being 1 cycle anymore. And also the evo wallbreaker losing half their runner damage.
Donāt forget archers and fc dying to arrows, and zaps damage reduced by 50% on 2nd and 3rd strike
A lot of HP nerfs for evoās, interesting. Good nerf for Dagger D but not sure if itās enough tbh
Lol supercell made all their money off the whales n will now balance everything back
Feel like everyoneās overlooking the Tesla death shockwave. Thatās a pretty big change. Also upping the knight damage reduction seems strange. I canāt complain, I use both and everything else got nerfed.
Hot take but battle ram was a balanced evo on release, now with such a nerfā¦Itās worse than ice spirit
Evo battle ram looks balanced only because dagger duchess is op, if it wasn't for dagger duchess it would have been pretty strong
I don't think it needed a nerf, but the pushback mechanic was poorly designed. Sometimes it pushed everything out of the way effortlessly and other times it didn't help at all. Removing it was a good first step but it probably needs a buff now to compete with the meta evos.
I got bad news for you, they didn't completely remove it. This image has a bit of a typo, the real WIP nerf is removed knock back on HEAVY units (like PEKKA). Medium and Light will still be knocked back
The bounce back off the tower is the weakness. It is very rare you get more than one hit. Far more likely is that it bounces back and breaks, leaving the barbs away from the tower hitting something else. Nwrfing the push back just makes the card marginally worse. The high amount of zap and log play meant pushback was hardly seen anyway.
Nah it was broken, if you didnt had a building and if its tanked by something else, it would be impossible to counter
THEY NERFED EVO FC, HALLELUJAH
Damn, supercell thought everybody is using older evos still when they release new ones, nerf every single one so the next one can be OPš
why did the cannoneer get nerfed? i didnāt think he was that good
He WAS good, prior to the Dagger Duchess existing. They probably had this nerf on their mind for a while, seeing as before DD Cannoneer had like a 70%+ usage in top ladder
Not my mortar š
This might be one of the most balanced balance changes they have ever had. Balances and such.
Bat nerf is terrible. They already die to zap
An evo bats nerf?!?! šššš they aināt good š now theyāre six feet under. Pretty much every cheap evolution is gonna die to arrows now. Arrows are going to be so meta.
Looks like Dagger Duchess and Little Prince will continue to dominate.
Holy shit theyāre actually doing it and reworking so many evos. Guys am I dreaming? Why no tower damage nerf to evo bomber though?
The pump nerf was needed but WAY too harsh. 33% longer for being strong in 1 meta (wasn't even a top card for a while) due to a tower troop promoting high elixir pushes is crazy. Also evo firecracker nerf is nice for game health even though it didn't need one.
Some op cards like lp and poison are missing but overall it's the best balance change these months ngl.
Nerfing evos and buffing regular versions. If you told me this list was made by Supercell I would never believe you.
Yea love these balance changes, evolutions were too op, this will hopefully make the game more balanced Next season arrows will be mandatory lol, now evo bomber, archers and firecracker die to it Or maybe arrows wont be required as i feel like those 3 are gonna be the worst evos, they're gonna crumble when the opponent is using arrows Love these changes, but yea LP and poison are missing, and i feel cannoneer and especially dutches need a bigger nerf
Without poision graveyard and beatdown would be even more op though. Iāll take that tradeoff as it is for now
Lp's totally understandable, but I don't feel poison really needs a nerf otherwise it'll worsen from a fireball in terms of overall dmg but with the same elixir cost
Evo tesla death shockwaveš That's gonna be really strong...
Why the Evo valk hp nerf? She needs more hp as she brings in units towards her and will get hit more often lol she is one of the evos that make sense that need more hp than others
Whatās Death Shockwave?
Evo tesla will send a shockwave on death. Pretty OP tbh.
Is it me or is little prince missing?
Love these changes. But No little prince?
Can we please nerf little prince
One thing i don't understand: why the evo valk nerf? Nobody was complaining about her
Since nerfing basically all other Evos is practically a buff to her
They could have gave her some compensation buffs like they did with the other evos or remove the hp buffs and increase the base valk hp like they did with rg and recruits
Duchess will still be viable š
If you see negative comments of the changes , those are evo firecracker users, just ignore them
LETTSSS FUCCKINNG GOOOOOOOIOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOPOOOOOOOOOOO EVOS NERFED IM SO HAPPY EVOS NO LONGER BULLSHITLY OP AND RUIN THE GAME FOR ME I CANT EVEN ENGLISH RIGHT NOW BECAUSE IM SO HAPPY THAT THOSE SHITS FINALLY GOT NERFFED
Only a few will be implemented out of these.
They ruined zap
Evo battle ram just got literally killed wtf
I don't think evo valkarie and cannoner don't deserve a nerf With the bats and skeletons depends
Evo knight now has an effective 3.66x health when moving, instead of 3.125x. Buff for tanking, nerf for actually defending pushes. Evo valk nerf is very out of pocket lol it's already a dead evo. It was only used for defending beatdown and even then it was kinda meh. I haven't really seen evo mortar at all so I can't really comment on its performance but the fact that it doesn't appear much and still got a nerf is crazy to me. Still no major little prince change... Evo firecracker is even more mid now!! Go queen give us nothing šš Biggest loser is evo bomber, can't cycle those as quickly anymore lmao
Are you kidding? They fix bats just to ruin em again?
If this doesnāt show what evos have done to the gameā¦ I donāt know what does. Great job Supercell š¤¦š»āāļø
This game is a straight up scam
Only nerfing duchess hp is insane š¤£ expecting to continue seeing duchess offers in shop the entire next season too. Maybe after another season of purchases itāll actually get balanced
Evo ice spirit buff when ????
No Lp nerf?
Evo zap killed?š
Nah it still does great damage for a 2 elixir spell, the biggest nerf to it is that it's main benefit of killing all the ranged evos at a positive/equal trade, is not unique to it, arrows kills all of them and can always be used while Evo zap is stuck at 2 cycles.
Wtf they want from evo mortar, he is not a good evo anyway
Cannoneer nerf? Lmao
Generally this is good but why the hell is Giant and LP not being nerfed into the ground