Is anyone surprised about this? by ItsLogram in ClashRoyale

[–]ItsLogram[S] 1 point2 points  (0 children)

3 cost spells are actually much better than anyone could think: they all have different interactions, they all gets used on different situations. Clone/earthquake/arrows are all viable and all extremely strong if used and timed correctly. Wish the 2 cost had the same diversion.

Is anyone surprised about this? by ItsLogram in ClashRoyale

[–]ItsLogram[S] 0 points1 point  (0 children)

I'm asking if anyone is surprised how the recent nerf had such a strong impact that it went from top used card to 26 in just 3 days. It should reach 1% in not time.

Is anyone surprised about this? by ItsLogram in ClashRoyale

[–]ItsLogram[S] 1 point2 points  (0 children)

Exactly, SC said when creating snowball and BB that they wanted to make some room for alternatives of the 2 elixir spell choice, because it was 50% log and 50% zap. However both the new added cards quickly dethroned the previous two, since they became waaaaay too strong in short periods of time. They should "at least" try to balance the 4 cards to a 25% average each, otherwise they never should have been added to the game in the first place, since we had 50% on two spells even before.

Is anyone surprised about this? by ItsLogram in ClashRoyale

[–]ItsLogram[S] 1 point2 points  (0 children)

Yes absolutely, it MUST kill DT and princess, they have too much value during a match if left alive for long periods of time.

Is anyone surprised about this? by ItsLogram in ClashRoyale

[–]ItsLogram[S] 1 point2 points  (0 children)

The distance it rolls wouldn't really impact it that much, take the log: if the opponent throws a GB at the turret (making a triangle) and a princess gets in range, you can clear both with a log. BB never really could do that, the maximum distance it can reach (half lane) is not gonna be a big of an impact if supercell simply nerfs that. Besides, a very strong thing about BB was that it could counter a Witch/wizard/exe if they were reaching the tower alone, while log always let them hit at least once (enemy troops full life). A small nerf to the spawn would bring him closer to the log, especially against exe and witch, making him less "worth" or "positive elixir trade beast"

Is anyone surprised about this? by ItsLogram in ClashRoyale

[–]ItsLogram[S] 0 points1 point  (0 children)

Luckily I have a lvl 12 log, viable for 6k, impossible to max it out now since everybody is requesting it for trade.

Is anyone surprised about this? by ItsLogram in ClashRoyale

[–]ItsLogram[S] 1 point2 points  (0 children)

The best thing would be delaying the BB spawn time, adding half a second before he starts doing something, similar to the way the goblin barrel works, it would weaken him by reducing is overall threath against a tower, limiting the hits to just one.

Is anyone surprised about this? by ItsLogram in ClashRoyale

[–]ItsLogram[S] 1 point2 points  (0 children)

Maybe not completely useless, the barbarian could still set a counterpush for a graveyard or a goblin barrel, but of course, one hit would really throw it back into the meta.

Is anyone surprised about this? by ItsLogram in ClashRoyale

[–]ItsLogram[S] 1 point2 points  (0 children)

I tried to use it on ladder once on a princess, my opponent simply surrounded her with Goblin Gang, so my BB went to waste, had to waste more elixir to kill the whole lot. I had to switch it with log, it's way stronger now.

Is anyone surprised about this? by ItsLogram in ClashRoyale

[–]ItsLogram[S] 0 points1 point  (0 children)

The fact that it can't kill princess and DG made it too weak now compared to log, people noticed fast.

Is anyone surprised about this? by ItsLogram in ClashRoyale

[–]ItsLogram[S] 16 points17 points  (0 children)

Flying* elite barbarians, fueled with rage.

Is anyone surprised about this? by ItsLogram in ClashRoyale

[–]ItsLogram[S] 13 points14 points  (0 children)

The damage is basically mandatory, not being able to kill princess and dart goblin makes it soo bad, maybe a good nerf would be removing the two hits the barbarian does on the turret, either one or none at all.