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Aug 23 2016 10:47am
Balance Blog Series: August 2016
The team is in full swing working on the next major update. In the meanwhile, we have a small balancing patch going out with the following changes:

• Cannon damage increased for levels 11-14
We currently are developing a better defensive answer to mass-attacks of mid-size units. For now, a Cannon damage boost will help pick up the slack.

• Healers trigger air traps (once again)
Healers have become a staple high-level troop, but stay out of defensive range too safely, sometimes for the entire battle. Cue the Seeking Air Mines!

• Miner movement speed reduced
Miners are a bit too speedy for a unit that burrows underground, making them too effective at overwhelming and wiping out entire Villages.

• Attackers can deploy more of their army before Eagle Artillery will activate
Eagle Artillery's quick activation limits phase-based attacks more than it needs to. This change gives attackers more early battle flexibility.


Note that these changes are not live yet, we will let you know when we're ready to deploy it with a maintenance break!

Make sure to post your comments and feedback in the comments below!

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Aug 23 2016 02:19pm
Cannon up = gob knife nerf?
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Aug 23 2016 03:58pm
Quote (Bilbrother @ Aug 23 2016 01:19pm)
Cannon up = gob knife nerf?


It is mostly being buffed to help combat all these OP'd ground attacks. I wonder how much of a buff they will receive across all levels % wise.
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Aug 24 2016 09:21am
rip healrs... enjoy them while they last :cry:
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Aug 24 2016 11:07am
Quote (Plagbouerer @ Aug 24 2016 08:21am)
rip healrs... enjoy them while they last :cry:


nah, just take a couple of loons instead of 4-5 healers and have them soak up the mine damage.

People will start building bases so that AQ has to start at a certain point. example make1 air defense with the queen easy to get too and plant traps around that area. sending 1 loon will trigger all traps and Queen walk should still work good.
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Aug 24 2016 05:26pm
Quote (ZK9GT @ 24 Aug 2016 18:07)
nah, just take a couple of loons instead of 4-5 healers and have them soak up the mine damage.

People will start building bases so that AQ has to start at a certain point. example make1 air defense with the queen easy to get too and plant traps around that area. sending 1 loon will trigger all traps and Queen walk should still work good.


ur talking about war but i talk about trophy pushing...
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Aug 25 2016 02:05am
Quote (ZK9GT @ Aug 23 2016 10:47am)
Balance Blog Series: August 2016
The team is in full swing working on the next major update. In the meanwhile, we have a small balancing patch going out with the following changes:

• Cannon damage increased for levels 11-14
We currently are developing a better defensive answer to mass-attacks of mid-size units. For now, a Cannon damage boost will help pick up the slack.

• Healers trigger air traps (once again)
Healers have become a staple high-level troop, but stay out of defensive range too safely, sometimes for the entire battle. Cue the Seeking Air Mines!

• Miner movement speed reduced
Miners are a bit too speedy for a unit that burrows underground, making them too effective at overwhelming and wiping out entire Villages.

• Attackers can deploy more of their army before Eagle Artillery will activate
Eagle Artillery's quick activation limits phase-based attacks more than it needs to. This change gives attackers more early battle flexibility.


Note that these changes are not live yet, we will let you know when we're ready to deploy it with a maintenance break!

Make sure to post your comments and feedback in the comments below!


Finally the goddamn queen walks will die out.
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