Daily Discussion 1/21/2020: Season 8 Balance Suggestions

Nerf Hidden Tesla Attack Speed/Buff damage to keep dps the same:

This is the problem with X-Bow. Many cards don't ever get an attack off on the X-Bow because of the incredibly high Tesla fire rate, creating a situation where one X-Bow lock on outright wins the game. There is no counterplay because of the defensive capabilities of Tesla/X-Bow together and nerfing the hit speed would allow more cards to get an attack off, and create more counterplay vs this archetype.

X-Bow is balanced solely around the counter match up, and that isn't good design. X-Bow shouldn't be balanced just because it either straight up loses, or straight up wins half of the time.

Nerf Lightning Radius: The radius gives game ending value for cost, as it forces opponents to place units in such a disadvantageous position to avoid the lightning, that they can quickly be takens advantage of.

Just the threat of a well timed lightning is enough to force opponents to place their units in a disadvantageous position as to ruin strategic play.

Nerfing the radius will force lightning users to have to play strategically to group up units in order to gain value.

Nerf Golem Death Damage:

What is there to say... Golem archetype is balanced around the opponents ability to punish the opposite lane. With the advent of "wall cards/spells" (baby d, executioner, magic archer, fire cracker, etc.) trying to punish opposite lane is easily an outright failure depending only on your opponents cycle.

Nerfing the golem death damage would create more counterplay opportunities, and force strategic decisions to when and where to place the golem and how to construct a push.

/r/ClashRoyale Thread