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Work-in-progress Balance Changes for August 2023 (Season 50)

July 19, 2022 · 4 min read

These changes are not final — the balance team will take your feedback and decide on a finalized version.

balance wip

Work-in-progress Balance Changes for August 2023 (Season 50)

Work-in-progress balance changes are here! Supercell is interested in hearing what you think about these changes before finalizing them. Make your opinions heard in the next 1-2 days. Leave feedback in the comments below. We will always send our write-up to Supercell, but we will definitely mention or even quote yours if you make strong arguments for / against a specific change.

There are 6 balances in total — 3 buffs and 3 nerfs.

Seasonal content will be released before the end of the season.

Table of Contents

Goblin Giant (Buff)

Supercell wanted players to consider more variety of Win Conditions. oblin Giant is getting a buff becasue of that.

Before After
Hit Points +6.0% 1967 2085
Hit Points Level 11 3147 3336
Hit Points Level 14 4170 4420

Battle Ram (Buff)

Same reason as above — Battle Ram does not see a lot of use as a win condition, so it’s getting a buff.

Before After
Charge Distance -14.3% 0.35 tile 0.3 tile

Tesla (Buff)

As an attempt to offset the popularity of Bomb Tower, Tesla will gain a bit of Hit Speed. In turn, getting higher DPS (+9%) when hitting units.

Before After
Hit Time 8.3% shorter 1.2 sec 1.1 sec
Hit Speed 9% faster 1/1.2 sec-1 1/1.1 sec-1
DPS +9% DMG/1.2 sec-1 DMG/1.1 sec-1

Firecracker Evolution (Nerf)

Many people feel that Firecracker Evolution is too strong. She’ll get an HP nerf after balances, but still won’t die to Arrows. I know that the balance team likes to do small nerfs. Let’s hope that it is enough, and if it’s not in the live action, be willing to nerf her health further.

Before After
Hit Points -7.0% 170 158
Hit Points Level 11 435 404
Hit Points Level 14 576 535
Big Sparks Duration -20% 2.5 sec 2 sec
Small Sparks Duration -20% 2.5 sec 2 sec

Royal Giant Evolution (Nerf)

The initial hit point buff was +30%. It was quickly nerfed to +20%. This balance now changes RG Evolution to +10%.

Before After
Hit Points -8.3% 1440 1320
Hit Points Level 11 3686 3379
Hit Points Level 14 4881 4474

Mighty Miner (Nerf)

Mighty Miner continues to be one of the most popular champions in the game. Besides being an able defender, his lane-switching abilities allows him to be a strong attacker, especially during end-game. My increasing his Damage Duration, it will now take longer for him to charge up to full damage.

Note: Damage Duration is the time for Mighty Miner’s variable damage to charge from 0 to max completely.

Before After
Damage Duration 1 +12.5% 2 sec 2.25 sec
Damage Duration 2 +12.5% 2 sec 2.25 sec
Total Damage Duration +12.5% 4 sec 4.5 sec

Thoughts

Card evolution is an interesting concept and a very good way to spice up a game. However, the way that the Card Evolutions are functioning right now, they give way too great of an advantage. From a design point of view, the Clash Royale team intends Evolutions to always give an advantage. But from the player perspective, having them cost the same elixir but an always advantageous play makes them incredibly unbalanced.

The traditional way of balancing is to match stats with the appropriate elixir cost. With evolution cards now available that always gives an advantage, that balance philosophy no longer applies. Right now, unless all 109 cards in the game have evolution abilities, it’s really hard to play any decks without being severely disadvantaged.

As long as a card is already balanced in the non-evolved form, an evolution that buffs the stats will inevitably lead it to be too strong. There are 3 main ways to make evolved cards balanced:

  • make non-evolved cards weaker
  • make evolutions more gimmicky, instead of stat buffs
  • add drawbacks to evolutions, which compensate the advantages

Having a long list of evolutions that balance each other would be viable in the future, when there are 10+ evolutions. But that can't address the imbalance issues in the short term.

The question I have for the Clash Royale team is simple — will they consider changing this design philosophy so that evolution cards can come with disadvantages so that the elixir-stats balance will be restored? Or will we continue with this design trajectory, and hope that by the time more cards have evolution, that all the cards will balance itself?

The current work-in-progress balances are heading towards the right direction, but I feel that it’s not enough. For example, having Firecracker Evolution not dying to Arrows will continue to keep the card OP. She has so many abilities already, and shouldn’t require opponents to spend more than her 3-elixir cost to remove her from the arena.

Feedback

Share your thoughts on these balances in the next couple of days so that your feedback will be included in the decisions. Leave your comments in the discussion below.

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Author: SML
SML (See-ming Lee) is the Founder of RoyaleAPI. He made this site because he loves Clash Royale. Read about the History of RoyaleAPI
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