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Never thought I’d see the day when my two most heavily played games meet up in a way like this.
The balloon does need a nerf. I think health bc I don't like the fact that it gets free damage if it keeps its health
I think the Pekka needs more damage and health, and he's trying to buff the mini pekka?! Nah the mini Pekka might need a nerf definitely not a buff
I think the skeleton king needs a buff, somthing with the ability only, or more splash area
what if they change the name and look of the lone musketeer? this will allow them to change or adjust the stats of 3m without hurting or altering the lone one in a drastic way
I love Shane’s idea of having challenges to test out new ideas. That actually sounds like a fantastic idea, that way, ideas that may sound either good or bad on paper, could be tested to see if they’re actually good/bad without actually having to commit to fully implementing them into the game
Make clash great again
I feel like it wouldn’t rly show how good or bad a card is because everyone will be trying out the cards being tested or playing counters to them so it would be hard to tell
They only think of money because ideas like this has been around the gaming industry for decades and the smart companies utilize free feedback from their player base. And like discussed they normally tailor to pro play so coming up with something for the masses doesn't compute with their brains. Assets that are used to not make money is a loss for the company thats why you see quality of life changes in any game sometimes years after they know about problems. Its truly unfortunate for players but its just the truth of how the gaming industry works. Like it might cost them 50k to program 3M to be its own unit and make it a playable card but that same 50k could have been spent on programming the next new card which your going to spend 19.99 on in the shop when it first comes out or 49.99 on the emotes too so the 50k they spent = 1 million in revenue out. If you were the CEO and not the player, you greedy greedy man, what would you spend your money on.... lol
Unfortunately, having these challenges = implementing them into the game, coding/programming wise
litearlly any game on ps4 xbox and pc that do this
i love the idea of elixir collector being like 3 or 4 elixir, being able to be in your first hand, but giving much less elixir and having less health.
If it's 3 elixir, I think it's too cheap because most counters will simply just end up being a negative elixir trade for the person facing the pump. You can't just fireball anymore then.
@@cooltm2801 well I said 3 or 4, and anyway if it were 3, maybe the health is low enough that an eq will obliterate it but arrows would also do a lot of damage to it
Was probably my favorite idea from the video. Less risk and less reward seems the only way to make it viable again to me
It should be 3 so fireball doesn’t hard counter it
And still gets completely countered by earthquake
Love this Podcast thanks for having me on! Excited to see balances every 2 months now instead of 3.
i wish it was back to once every month
I think you are great too…I watch your videos just to see which decks I’m gonna be going against because inevitably an hour after you post a video, some noob is gonna be running that stuff! Thanks for blowing up the meta all the time! Hahahaha.
wait so when will the balance changes come? At the end of Feburary?
@@JustBreatheASMR when the season will end there will be balance changes like in next season
Cant wait.
Thanks so much for having me on Ash, very happy to see the podcast back and it was a lot of fun as always! Very excited for the new Balance Changes too!
Thanks for joining me! 👍🏼
When Ash disagree with the rage Buff and gave the perfect reason because it will make the game toxic My respect for Ash increased and it's over 9000
What about 1 elixir cost and duration nerf?
Rage needs a rework
rage should have a massively reduced range, down to the size of freeze or zap, given the damage of zap, and given a constant duration instead of changing with level. rage is broken and op rn at top ladder.
People who think rage needs a buff just because of use rates are morons
They need to nerf rage and remove the 2 second duration troops are still buffed by rage even after leaving the rage radius
3M would be cool if they made it separate from muskies, and each of the three troops would have slightly different stats eg one at the front with slightly more health, one with a faster firing gun and one with slower firing but more damage. Would be interesting if the musks had different personalities and play impacts
Maybe one with lower health higher damage and tower locking, and more health than musky bec its 9 elixir
Then its better if they rebrand the card as there would otherwise be a confusion, when Rascals were introduced they were initially about to be released as a knight and two archers but the new form is better as they can change the stats of rascals without affecting the knight and archers as a card.
@@ydidishitmyself353 why would they make it more health than a regular musky, they cost 3 elixir per musketeer
@@sir_sack a regular musky is much more flexible than a 9 elixir 3musk, so that's why you don't see too many people use 3m even though its only 3 elixir per musk. so buffing it in this way is more interesting
@@american2338 that’s understandable, I was just saying his reasoning was flawed.
In my eyes, mirror should be a way to mask your card cycle. Here’s my idea: Keep the +1 elixir cost to play it, take away the +1 level, do away with the mirror icon on the playing field, maybe reduce the sound of it when played, and give the player an icon to choose any card from their deck when it’s in their hand. It would not only make cards like pump viable again, but it would also make it extremely hard to predict your opponents next move + keep track of their elixir spending.
That's way too valuable to not have in any deck though, it would be overpowered just in general.
this is one of the best ideas i've ever seen, will change gameplay styles & predictions drastically in a unique interesting way
@@RisdonX what would you suggest as an iteration of my idea?
@@RisdonXit would basically be an epic version of the passive buff champions give when in play. By staying out of your cycle, you have to go through less cards to get to the next. The mirror change would act in a similar way by reducing the cards required to cycle
What about upgrading? We cannot forget about card upgrades!
One interesting idea for buffing that I haven't heard is making a card smart. For example, it targets the lowest health enemy in range. Maybe the mirrored card should get this buff?
This is a cool idea on paper but i don't think it's a good idea in game it would change the whole game completely and most likely gona be a very bad change for the game
Too op imo. Whats the purpose of tanks if my opponent can just kill my units behind them
@@ddm_gamer you can deal with the opponent's card that can do this. This is a general buff idea that can be applied to anything (low health cards, for instance)
@@clashyycr5994 I mean this would only be a buff for some cards. The ram rider kind of already does this in a way (has special targeting).
They should add this mechanic to a new card like a sniper or something, who has a blind zone like the mortar so instead of hitting tanks it will hit supports.
Pump def needs a rework. My thoughts are: 🟢 Can now appear in starting hand 🟢 Elixir cost 6 -> 4 🔴Total elixir generated 8 -> 5 🔴 Lifetime 70s -> 50s 🔴 Hitpoints -27%
I'd make it 6 elixir 1 elixir is too less of a profit to put in a deck
Ash, how bout Graveyard? That’s a little OP as far as I am concerned. I have watched you for years. I think the content you bring to the game is absolutely part of the game’s success. I’m 53 years old. 6700 something PB. I know talent when I see it. Thank you for making this game so interesting. You are by far my favorite.
I mean you can counter GY with any swarmy counter troop in the game
Graveyard is so easily countered. There's so much splash damage and swarm in the meta
You can counter is super easily like with poison
I agree graveyard needs a nerf to much randomness, some pushes get no damage while others get most of the tower.
@@shankpain1354 graveyard has so many counters if anything it needs a buff
You guys are great! One addition: Level 14 made balance changes even HARDER on F2P. 3+ year player, was just getting to the point of being able to effectively experiment with different decks on ladder with about 50% level 12 and 13 cards. Now I am back to just trying to max one deck, there’s no way I can factor in balance changes to my deck decisions.
I wish I could like this comment twice. Being able to experiment without it feeling pointless is what gives ppl hope
Glad to see you guys mentioning the elixir collector. It desperately needs a buff, or at the very least a rework.
What i don’t like about skeleton king is that when you activate his power he does the animation interrupting him from moving or attacking while the other two champions go invisible or has invulnerability when it starts
Hear me out, skeleton king spawns skeleton kings, and those skeleton kings-
Always love the podcasts! ❤️ Edit: what if rage spell was changed (like heal spell) to a spirit to potentially make it easier to cycle or combo with !? Edit again: royal hogs are easy for me personally to deal with… I do play with Valk and they rarely are a problem.
No.
@@ErraticNoob fair enough lol
I feel like they should only roll back the recent tiny damage buff they had in the last balance changes. They were fine and didn’t need that buff.
I honestly think they’ll probably do that to the rage! Sounds like an awesome idea. Plus more spirits
New lowest cost deck would also be possible lmao
honestly for me i was thinking a hit speed nerf for the ballon. or like what they did with cards like hunter i believe and magic archer. like give it like a half a second to drop a bomb when it gets to the tower, rather than instant 1,300 or some crazy number of dmg
i agree, even if the balloon doesn't connect, it still does quite a lot in death damage, which is pretty worth, considering that in the situation a balloon isn't used alone, the enemy would have to commit quite a lot of elixir just to counter it
The death bomb radius for sure, it can be in the middle and still do damage, its insane
I personally think mini pekka should receive a slight (maybe .1 or .15 second) decreased first attack speed. A slight bit faster will allow it to not completely spaz out and regather on swarm troops.
My idea for mirror buff :- Just make it same elixer as the troop and it has it's +1 level ability But It only has the same damage as the real troop and less hp , just like the clone spell in clash of clans
Holy hell ash, coming in HOT with some fire ideas. The panel had some great suggestions but ash's ideas we're coming at things from a complete rework angle that I really appreciated.
Wishful Balance/Changes Ideas: - Turn Rage spell into Rage spirit for 1 elixir - Giant Skeleton has Bomber on Back and Death bomb gets a lil buff -Make 3 Musketeers 8 Elixir & give and slight hp buff - When Elixir pump is destroyed you get 2 elixir back -Mirror, All Cards have same cost but: -For Commons, 4 levels lower - For Rares, 3 Levels lower - For Epics & Legendaries 2 levels lower - For Champion's, 1 Level Lower
Giant skeleton buff sounds abit op with the death bomb buff i think the bomber one was alright
a rage spirit will be cool in my opinion i mean the same this tht they did with the heal spell but ig it'll work out for rage too
that sounds better than rage spell im ngl more balanced as well and higher skill cap
E barbs plus rage spirit just imagine that, or rage spirit plus balloon. Lumberjack would be useless
I got one better. Just add a rage spirit and keep rage spell. There are some situations where rage is useful
@@addyupsyt they should still rework the Card. Rage currently has the same problem as freeze had, before it was reworked to do damage: It's just worse in challenges even though with freeze it is much more noticeable. I would honestly just rework it to a rage spirit but Supercell could also make the radius much smaller (like zap) and let it make similar damage.
What if while the spirit runs it has a circle around it that rages troops or jumps on allies to buff them
Hope balloon is here. Reaches a tower and does what a giant Skeleton does. All whilst being a card that only targets buildings and hit by air targeting troops 😂 Broken Card
Fake news
Go back to cnn
@@tyler4q692 Huh?
I literally typed something similar to this so glad it was on the list it’s annoying it gets so much damage has an extraordinary amount of health and is also toxic like print balloon freeze nado or rage
@@omotayosatuyi252 As a lumber loon freeze player it does feel unfair at times Like balloon just takes towers like candy
I absolutely love this podcast, its such a chill time for some of my favorite content creators to have a good time and interesting discussion topics about CR. Looking forward to more episodes!
Thanks for watching
For the rage spell, one problem is like freeze before it's damage rework : il was trash at tournament standards and op at max level. So keep the duration the same at any level and add a slight heal effect, or resistance to damage. Like berserker mode
3 musketeers should have a shield or even a ranged charge attack. The most expensive card in the game shouldn’t be countered by fireball + log. They should spawn 3 elite musketeers so the card name still works
Elite musketeers rage 😅
Under 6k moment
Who tf plays them together??? It's like crying because 8 elixir Golem gets countered by 5 elixir Inferno Tower...
They need to something for thr midladder matchmaking. I mean most if the times players win nit because of skill but because of card level. So make it so that 2 players go against each other only if their average card levels in the 2 decks are similar. I personally wouldn't mind a bit longer que time if it ensures a fair matchup and not something that depends on how much money I pay.
Mirror: Same Level, Same elixir cost, but make the deploy time same as the golem. Makes it worth it for making a big push (maybe a giant and two princesses or firecrackers) but make it easier to prepare for. Still usable for cycling 1 elixir cards. Makes it hard to defend with so that balances things out. Rage: Maybe add immunity to stun from zap or freeze. Makes sense, they're raged. Makes it usable for infernos and sparkies. Maybe adjust duration or price to compensate. At least its not just making troops faster. Making it have more effect makes it more versatile and maybe get used in some other decks. Heal before was too one sided. It just heals. Then they transformed it to a heal spirit, it became a cycle card and a kiting tool in addition to the heal. If rage also gets more uses, itll be at least a little bit better
I’ve been looking forward to this series return!
Thanks for watching LionHammer
what about they balance firecraker and ghost. first so they dont stand watching the tower destroy skarmies or randoming firing on nothing acter it dies. I Think firecracker should be able to hit cards with fast movement spped like dart goblin and fire spirit by making her projectile spped increase and her first hit or realse time is decreased.
I have covid and I’m stuck in bed all day, your videos really keep me entertained through this whole mess!
Here's an idea for mirror, instead of having it just mirror the troop, have it placed an identical troop with the health and damage flipped. This will make tank killers become tanks, swarms stay the same, and tanks become damage dealers. Also spells will be unaffected, just a normal +1 level spell. Just a thought tho, it could change the meta because cards will now need two different counters depending on the mirror.
Make Pump ALWAYS appear in your starting hand. Hear me out. If they would just remove the current system it would still be random if you have a big advantage or not. So make it always present in the beginning of the game and then nerf/adjust the stats a bit to match that big buff. It completely removes the frustrating randomness from the card and still makes it viable.
no its a very dumb idea lmao especially against rocket
MT2R music, back when pump was in your starting hand, it led to campy passive gameplay. Clash royale clearly doesn't want that as they mentioned in their nerf spawners meta
I am a huge Sparky fan/user and one of the most troubling things that I come across while using her is her lack of ability to hit air. Now I don’t want her to be able to target air, but have the splash hit air units as well. I find that it could really help agains lumberloon or even minion horde.
YES
That would be unbelievably broken
@@connorhein5640 so true 😭, lumberloon is the problem and sparky is really a no skill deck and if you have trouble with air decks you just need to open your playing field to other decks
I always used to think the splash hit air targets too but it never did. Its like some mandela effect for me
Here's an idea I guess for sparky why not bring the cost to 5 elixir but nerf the card by the percentage that the elixir is like the damage and health is nerves by say like 14%percent or whatever it would equate to its probably not a good change just an idea though
rage could be reworked into being a golem like the ice golem but instead a rage golem kinda like the lumberjack it drops the spell with a 2 elixer costs and instead of it being dropped right away you could strategically build a push with the rage golem and upon death it buffs others with speed
This sounds WAY cooler than a rage spirit, tho id never want to give up rage because its one of my favorites for offense n defense
@@HELLRAISER02 i agree i feel like with lumberjack its fine but alone its not really well suited to work as a spell
My Buffs: Executioner: attacks take 35 years and 99.99% of cards in the game counter it, needs to attack a little faster or make the axe come back faster its so slow! Mega minion: slight health buff i don't like the fact that any slight tiny bit of damage makes it so it doesn't reach the opponents tower.
I can't be the only one that still finds e giant op
I have an idea for a sparky buff(?) So when the sparky is stunned (zap, e-wiz, ext..) she loses only one charge. Freeze though makes her lose all of the changes. Let me know what you think.
Already now you really have to be concentrated to not make any mistake otherwise your tower is done instantly. If you miss bandit it's just a hit. Sparky would me much too strong with your suggested change.
@@somersault4762 I agree
gonna kill the zap and make snowball far better against it
For the 3 Musketeers they could make each musketeer look slightly different in hairstyle and personality; like sisters of the Musketeer who can be slightly different in stats.
Rage could also provide the units in the circle with a tiny shield or percentage health buff
Ok a dmg reduction buff would be more reasonable than a dmg buff i saw another commentor suggest
3 M needs to be their own card. Like how barbs and E barbs are different
Rage is a pretty hard card to Buff because it also buffs Lumberjack and Lumberloon will be more painful to play against
Fairly new to CR and not sure if this was ever mentioned in other vids or posts but i think a good mechanic for the game would be to have cards that increase/decrease in elixir use each time it cycles so that it can balance with the elixir speed increase during a match. If they can implement an exclusive rule for one card im sure they can make other rules. Edit: spelling
Another great vid ash I loved it keep doing what ur doing man
Agree with pretty much everything on the show. However, if mirror and pump were buffed, it would be the most broken meta to date.
Pump needs a buff, over the years they just keep introducing cards that perfectly counter it.
@@resean2727 give you 2 elixir when destroyed doesn’t sound to crazy I don’t think
Just extra hp on it would be fine(since buffing how much elixir is given might go to far)
rage spirit. one elixir and a similar radius to heal spirit, last a few seconds
I just love it. Every time I wake up in the morning there's a new CWA video to watch while having breakfast. Thanks Ash. Greetings from Germany 😊
i have a deck with the Elixer Pump because the deck is fairly expensive. its powerful, but needs the pump in order to have enough elixer in the 1st 60 seconds to use defensive cards. Plus i also use the mirror in that deck so if my apponent fireballs or rockets my pump, i just put down another one right affter.
Would love to see a sparky buff ! She needs some love ❤️
I think to make the balloon balanced they should get rid of the bomb instantly dropping when it gets to the tower. I think if the balloon has to take about 0.5 seconds longer to drop the bomb it will be balanced.
.8*
*60 secs
This comment is sus it is exactly the same as the free gems account guy everything is the same even the placements of the periods
@@michaelho3407 bro he copied my comment and ended up getting more likes than mine 😐
That would made balloon unusable, terrible idea dude, this is not clash of clans xD
I want to see a rework to recruits. Right now it‘s just annyoing when they are played in the back because if you‘re not playing loon, you can‘t really do anything,the shields even prevent you from using spells
I mean theyre 7 elixir and splash dmg troops murders them
I was thinking about mirror and this just came to my mind: If, instead buff the card level, it just added another troop, but just for swarmies cards. Imagine levels 14 skeletons or spear goblins, but they're now 4 units. It could also be applied for bats, goblin gang, spirits, etc. It will increase the DPS and life pool, but is not based on level, is based in quatities. Its not a buff for all cards in the game, but its not a total rework too. It could be interesting
Y’all see ash’s flip reset at the start of his sideswipe ad?
As a casual ladder player I want a nerf to Valkyrie. She is so effective against so many cards, for only 4 elixir.
I think a buff to sparky could be like it's not the first shot that gets fast but it gets a faster charge the more she shoots. Like, instead of directly putting it behind the Goblin Giant or some tank maybe you can use it on defense. Think about this; your enemy uses hog rider and your spark gets a hit on it and boom now it's a faster recharge so you can start a push. That's what I think would be a cool mechanic.
Hey Ash I think if they change the 3 musketeers card, it could be called “Tree Musketeers” to keep a pun on a popular phrase and make it like a different design musketeer with different stats.
Maybe add new special perks for the towers. Like u can pick these perks maybe being able to hold extra elixir, but your towers have lower dps. Or a damage ring that surrounds the towers dealing significant damage to troops, but it cost elixir to activate it. I feel like instead of working on troops, maybe another new game mechanic.
This is a cool idea I’d like to see too. Maybe a shield or more damage or a healing aura or plus extra elixir etc. give them long cool downs
Jax make a vid about beating log bait I know your reading this
okay i got a few ideas for some of the the cards listed here Balloon: dmg decrease on bomb but make the death damage bomb deal the same as a regular bomb Mini Pekka: overall fine,but i would like a dmg increase on king towers Mirror: make it mirror either one of your cards or your opponent's card once it dies for the same amount of elixir (no more lvl boost) 3 Musketeers: make it have 1 regular musketeer,then add 2 new variations exclusive to the card,a Musketeer with a Rappier that deals quick dmg to swarms, and 1 holding 2 parrleys shooting 2 bullets at a time from higher range (lesser dmg than a regular musketeer) Elixir Collector: put it back on starting hand but make it so you cant get it back on rotation unless it dies, and make it store 1 elixir every time you place a troop down capping at 5 elixir,once its broken or its lifetime ends,it gives you that 5 elixir as a small burst to emmidietly place a card down (basically instead of slowly giving you one elixir,it starts with 1,then you place 1 troop and it has 2,then 3 ,then 4 and 5,but it will only give you elixir once its destroyed.
I love these broken cards videos. Keep up the good work 👍.
There are a few minor changes that NEED to happen. Depending where you are on ladder, Win conditions are through the roof right now. Hog rider, Goblin Barrel, Royal Hogs would be the top 3 imo. I feel that these cards either need a nerf or their counters need to be buffed. For example, Royal Delivery could have a drop time of 2 seconds instead of 3. Or increasing the kickback of snowball a bit more to be able to completely counter Goblin barrel if the timing is correct. The second piece I feel needs to happen is Balloon needs a nerf to it's initial hit speed. Maybe .5-1sec delay on the initial hit. Lastly, Poison needs a rework/buff. It has become almost unplayable. Not sure how to handle this, but I think perhaps an initial enter-the-battlefield type effect of ram-rider type slow and increased first hit damage may help, but idk.
I think the Sparky just needs a different animation. When she's fully charged, she just stays there leaving you wonder when she'll shoot. I feel the charge should be the same amount of time for build up but make it so that the player can clearly tell when the charge hits full, she immediately shoots it. The defender can also have a good idea of timing to counter. Similar to the balloon, the millisecond it reaches tower it fires off massive damage. Sparky should have that millisecond window of timing to be countered or demolish! I hope I explained it right, let me know if you guys agree!
Well i don't completely agree, i think it's not hard to know when a full charged sparky will shoot. And i don't really understand your statement about the balloon since it doesn't have some animation to let you know instantly if it did damage or not without habing to look at your tower hp ^^
Mirrors ur last troop placement on other side of friendly territory,give it split plush value (same elixir and level as mirror)
I like the idea of the three musketeers having a different placement, maybe like royal recruits but only a few tiles apart so they can still be placed on the opponents side side a tower is down.
Balloon had to be on this list the health of balloon is just way to much also it’s not just the balloon it’s other things that players can pair with it that makes the balloon toxic like rage or freeze or tornado
Health and damage
@@after_yinz yep true either nerf the damage or the health I would want them to nerf the health a ton
TBH, it’s just the instantaneous hit it gets when connecting with tower. It’s also irritating when they’re able to just cycle death damage for the win
the balloon is 5 elxir, if you nerf its hp its going to break the card and mess up the solo interactions
@@BenDovur yeah they should make the initial attack speed up to 1 or 1.5 sec maybe cause that's why overleveled balloons are so annoying they always get that hit when one shot because of the fast initial attack
As a sparky main, I would like to see sparky get a buff, the first attack should be a bit faster and maybe a new card that would support sparky but also fit into other decks ❤️ A bit of extra health for sparky would also be appreciated!
What if you could rework elixir pump in the way that is can appear in your starting hand but it resets like sparky if hit by lightning or zap etc...? For example if it takes around 5 or 6 sec (idk how long it actually takes) to get 1 elixir from the pump and if you zap at the right time or zap it in general than it would again take 5 or whatever seconds to pump elixir which would give you more time to put your own elixir collector or respond to it in some other way and in turn you could then veryy slightly buff its health or how much elixir it generates.
love this series
Good thing we are getting balance changes every two months now. Helps to freshen up the meta
Do you really change your main deck based on meta?
@@White742 Not really, but I do make some adjustments in my decks if the cards in my deck are heavily nerfed
I don't think golden knight needs a nerf. The ability can be op but other times it gets little to no value at all.
Golden knight is fine the way it is can be easily countered with a knight or any other mini tank
@@curmudgeon_1688 true. I am bias tho cos I run a 3.0 miner golden knight deck
You can fix pump by allowing players to select 1 or 2 cards that will always be in their starting hands. That helps pump and it will help with those random games where you auto lose due to a terrible starting hand and the opponent has everything they could want in theirs.
A buff to elixir collector would help buff 3 musketeers also. I believe that the elixir collector should get a rework such as : Cost: 6 -> 3 Elixir profit: 2 -> 1 This will allow elixir collector to be less risk for the player but also not be strong enough where it needs an answer OR Lifetime: 70s -> 40s (but still generate the same amount of elixir) this will allow the user to get a quick elixir advantage out of it, but also will not allow the player to stack pumps late game and cause those slow defensive games we see with it
A yea Mini Pekka got buffed
idea: Make mirror like champions so placing a mirrored card is one level lower than what is being mirrored but if u activate a 1 or 2 elixir ability it upgrades 2 level to a max of 15 idk just an idea
Good idea, but then they’ll need to update it’s rarity
I would add a buff to 3m by giving them like a 50% shield or something against spells so poison or lightning doesn’t kill it. However the shield would only go on the 2 musketeers that split and the 1 musketeer goes without it
My idea for giant skeleton buff :- Give him enough death bomb damage to skill support units like Musk or hunter and give him area damage but not as much area as valk , but same as skeleton king when he first came out i.e before his buff
Hey Ash I’ve got a fun original vid idea for ya! I think it would be fun to see you rank the best cards in clash royale history (this includes cards before they were nerfed I.e. 6 elixir recruits or 1 elixir skeletons of 4)
I like the sparky change. Remove the I won't fire till five years. So remove the most recent nerf. Also remove freeze and rework rage. Rage I would Make it less effect to 3 seconds but make it like 40% attack speed, 20% movement. but make it do damage. Also lumberjack attack speed will go back to .7 second attack speed so he is a better tank killer but his rage will be worse so lumber jack can be use for golem decks. again. Night witch. Give her a slight buff. I would do a bat spawn 2 bats on death. She would go back to her original nerf when she was first nerfed back in the day but her spawn speed is faster tho. This would also buff giant skeleton as clone would be better. Also electro giant. Nerf the damage of reflect damage to ice golem damage, buff HP and damage. Also internal cooldown on the zap mechanic so faster hitters still can hit fast like lumber jack,and hunter. Hunter won't obliterate himself and make him viable again. Inferno dragon and tower still can be rested and probably countered but units that fast hit won't be so destoryed. Yes this buffs XBow against electro giant but atleast electro giant would be buffed in health and damage to compensate. His design is anti swarm and make himself tanky by slowing attackers. Not obliterate your entire defense. this would fix his problems. Test to see if he needs buffed and nerfed and keep going to he is like golem. Golem is a bit weak but golem is a balanced card in my opinion. It's design as a large tank and it's not really a spam at the bridge like electro giant is currently.
Good ideas, also I think they should 'nerf' graveyard for real this time, just so there is a way to completely stop it. Probably decrease Night Witch spawn rate by 1 sec, if they were to add 2 bats death spawn, otherwise this sums up all.
Lumberjack would be broken af with a 40 percent rage that does damage and a .7 attack speed
@@randomawesomeness2435 not really lumber jack used to have that speed back in the day till nerfed. Mini pekka does a better job at tank killing which Lumberjack is suppose to be a fast hitting tank killer while mini pekka is a slow attack speed but large damage per hit. (Glass Cannon.) Lumber jack is suppose to be killing swarm cards which he clearly isn't good at killing goblins. Also the rage only lasts three seconds with my change and it increases attack speed, not movement speed. So it is still easier to defend but has higher damage per second. I think rage is a stupid mechanics but making it less movement speed and faster hitting wouldn't make it stupid. Cause a problem with rage isn't the attack speed. It is the movement speed increase. It is so hard to defend units under rage with the speed. Look at tops decks. Lumber jack isn't used to be a tank killer. Just rage up in clone or balloon decks so making him more of an actual tank killer would rework the card and give him some actual use other than just being a suicide card and spam at the bridge. Another idea. The rage on his back isn't a spell. Anyone within 3 tiles or clone range will be raged for 3 seconds but have to be in the range of his death. It gives a pulse of rage that lasts three seconds. Basically how heal works. Do this with rage spell. It gives a pulse of rage that lasts over time for 3 seconds. It is a quick burst of attack speed and slight movement speed increase. It would be a timing kinda thing and take more critical thinking and lumber jack would be more unpredictable since you don't know when he dies in a push. But the spell it self can be use to give a quick buff of attack speed to change outcomes, just like zap can do. Give it some strategy and make lumber jack more of a tank killer that has unpredictable with the rage on his back. For example what if they rocket sparky but you use the rage spell to increase her speed so she out runs it. Tiny macro play or rage a bandit so she kills a wizard faster just enough to get through a push. Just like how pekka bridge spam players will zap a wizard if a bandit dashed to kill it faster so bandit will delete it from the game quickly to get on a tower or another unit.
I would find it interesting if you could bring one of the community managers, Max or Bangs, on at the same time during the podcast to maybe have an interesting conversation and response to some of the ideas that they suggest.
Here’s an idea to buff mirror. Like champions, it receives a button, but when the card is in your hand. The button is zero cost, and it rotates trough the last 3 cards that you played so you have multiple options for mirroring cards
Maybe just convert him into a champion spell so it doesn't look weird for a normal card to have champion abilities 😅
What if instead of being completely restarted by an electric attack sparky’s charge time would just go down a tier? Also for 3M they should have them be their own card, have a different spawn pattern, and should survive a fire ball. Mini pekka could use a slight health buff though.
that would be op i think, imagine all you have in your deck is a zap ...
I think the perfect rage buff would be to rework it to perform like Lightning. My rage buff would be to target the highest HP unit in your push and permanently rage it until it's defeated
imagine raged xbow and tesla
@@jaredzhou7145 I've got my own opinion on an Xbow rework, but who's really gonna use a 2 elixir spell to buff an Xbow, when other options are just better overall?
Creative idea. I once proposed that they make the radius smaller, nerf both the speed boost and duration, keep the duration and speed boost the same at all levels and make it scale on damage boost instead. And another separate idea, I proposed that it is changed into a low health building that can pop up anywhere in the arena. The rage effect lasts for as long as the building is still there.
@@Muhammad_Nuruddin I actually like that second idea quite a bit
@@Muhammad_Nuruddin scaling on damage boost would make overleveled decks even more annoying to play against. those level 14 ebarbs are all of a sudden hitting for 800 damage each and running around like goblins...
As someone who plays giant skeleton, they need to give a slight buff to death bomb range. This allows for the card to be used a little more as a win condition which is what they want and it kills more troops on defense
I think elixir collector should cost 1 elixir less, if you´d be able to have it in the starting hand, it might be a little bit too OP, but elixir less sounds good to me, rocket it, lightning it, you spend only one more elixir and you still do damage to tower and earthquake still counters it very well and poison or fireball almost destroy it and again, you do damage to the tower. What do you think?
replace the rage spell with a rage spirit
Maybe an interesting idea to try for the three musketeers would be to have one be level 10, one level 11, and one level 12. Add some lore element about them being a group of varied skill or something and call it a day.
That would make them even more useless
3 Musketeer Buff- Change card if needed, Give them a Sheild Like Dark prince or guards So they are slightly harder to spell down and Gives them a chance against Mega knight ect
my thoughts on a couple of these cards are -sparky fires faster but has now has that delay on charge speed so that way it gets its connections and isnt as polarizing -royal hogs either a health or a move speed nerf because if you get outcycled by hogs it just doesnt feel like there is much you can do about it and the tower isnt able to do much to stop it either -balloon I think should get nerfed whether its health or attack first attack speed Is in the air for me
Mini Pekka not that broken
We need to talk more about the awful progression in the game, especially with the lv 14 update that just punched every f2p player in the face.
I still use this gob giant, mini pekka, mega minion, guards, fireball, tornado, zap, sparky deck for a while now and I can still work around it up until 7k. It’s like the deck is outdated because of the meta, and I think her range should be back to 5.5 and maybe the hit time be a little faster or a minor hp buff
Love the ideas, it would be awesome if they made the musketeer "Mrs Musket" or something, also rage, pump, mirror, anyway to change the way the game is played is great to me.
E Pump needs a buff or rework
Personally I think it should be 4 elixir with a significant HP nerf, but faster elixir production.
I think with the giant skeleton changes i think its very important that everyone do is tell where they see the card. Cause some discusions were aimed at the unit dmg and other were aimed at turret dmg. I personally view giant skeleton as a defensive card and i absolutely hate the fact that it just does 40 percent of my towers health. I think rage should have a lesser effect (60%weakerish) and make it 1, i feel this would make it an aggressive cycle option Balloon i agree that they need to nerf the health a bit. i get the dmg nerf suggestions, but theyd need substantially nerf the dmg for it to be less frustrating, somewhere in the 20 ti 25 percent dmg range. I dont get how they swung arguments from royal hogs to balloon using the opposite opinions fir the same issues. "Its so angering that you can have an obvious counter but they still get hits" vs "they cant nerf the health cause its such a high value win con" when they both cost 5 elixir. If they tweaked the health a bit what itd really change is theyd be relying more on death dmg, which then you could then maybe even justifying returning some.of the death dmg.
about the sparky ithink if they make the troop spawn already charged would be a defensive buff pretty good
I thought the mini pekka buff was a hot take its pretty well balanced as is right now
A rework idea for rage Have the radius be much smaller, im thinking around the size of EQ, and have the effect completely ware off if any troops leave the affected area (as opposed to the 2 second buffer that existed previously). The duration and percentage of increased movement and attack speed will probably be increased. Changing the elixir cost is also an option when balancing. This rework allows for more direct control, which will greatly increase the skill cap of the card.
Buff : Battle healer + 4% hp wizard : Splash radius from 1.5 increased to 1.75 Giant skeletton rework : Cost changed to 5 elixir hp - 20% damage - 15% Death damage + 25% but no longer does x2 damages to buildings. Archer queen rework : the problem is the card itself sucks she has less dps than the muckteer for +1 elixir, less range, but the ability is OP. Devastating DPS will invisible shouldn't be allowed in any battle arena game. I think just buff her regular attack speed, rework her ability into jump backward 3 tiles, then get a x2 attack spped buff for 4s. So a skilled player can use it for kiting, dodging spells, swap lane. Cannon cart rework : Range 5.5 > 5, can be knocked back now, and retarget when it turn into cannon. Damage + 10% Rage : duration + 2s lightning nerf/rework : the spell is no longer instant but when cast it create a 2s animation (visible by both players). Stun 0.5s > 1s So it gives some counter play Sparky : + 4% HP pump : Rework : cost 6>7 elixirs Lifetime + 9s HP + 40% takes only 50% damage from EQ. Its now less vulnerable to spell but more vulnerable to punishment, this is healthier because now its less rps based whether you play a spell or not.
I wonder if supercell could take both sides. -Buff 3 of the most underpowered cards from the pro player base -Nurf 3 of the most overpowered cards from the pro player base -Buff 3 of the most underpowered cards for mid ladder -Nurf 3 of the most overpowered cards for mid ladder Or since they're doing 2 month balance changes instead of 3 maybe balance 2 cards of each category instead of 3
Baloon Rework: Death Damage should be increased by 27% Hit speed should be decreased to 3.7 seconds from 3 seconds Royal Hogs Nerf: Hit speed should be decreased to 1.3 seconds from 1.2 seconds Rage Buff: Effect Duration should be increased to 10 secs from 8.5 secs Giant Skeleton Buff: Crown tower death damage should be increased 100% 1068 to 2136 so it can deal a lot of damage when it dies near crown tower :)
I like the first 2 but giant skelly clone would be so OP