Board Thread:Update Suggestions/@comment-30811784-20170110200817/@comment-30040390-20170220194112

Balence changes ideas for when the next update in march comes out:

Inferno Dragon: Now stays locked on to troops when he follows them.

''Inferno dragon is difficult to use on defense, given that you have to place him in the correct spot, otherwise troops will just walk out of it's range. This won't change any interactions with the towers, however.''

Sparky: Sunning no longer forces sparky to recharge it's attack.

''Again, this card is hard to use on defense, because a simple zap makes it recharge for another 5 seconds. Making it zap-proof can help it counter elite barbs easier, and it can also demolish things like royal giant.''

Bomb Tower: Death damage added. (It's death bomb is the same as the balloon's death bomb. Same radius, same damage, same 1-second explode time.)

''Making it be able to kill minions that are targeted on it will help it increase in popularity. It's death damage could also finish off some remaining troops that were not killed.''

Excecutioner: Hitpoints decreased by 3%, damage decreased by 3%, Fix all of the other "bugs"

Supercell did say that they would fix the excecutioner "bugs" in the next march update, but they should also decrease some of the damage.

Rage: Duration permanently set to 7 seconds, Level 1 boost decreased to 20% (instead of 35%), Boost effect increases by 5% each time you level it up.

''Rage doesn't need to be on the map for long to do it's job. Instead, you can increase the actual rage effect the more you upgrade it, so that way there is more incentive to increase the level. A maxed-out rage spell would have the effect of 55%! That is a lot, compared to the current boost.''

Lumberjack: Rage level goes up as the lumberjack levels up.

''Seriously Supercell, make the rage get better as the jumberjack gets better. Also, the rage for the lumberjack changes with the previous change.''

Furnace: Spawn speed increased to 12 seconds (from 10 seconds), Lifetime increased to 60 seconds (from 50 seconds.)

''The furnace is really strong. Nerfing it so that fire spirits spawn less frequently gives your opponent more time to find a way to deal with it.''

Arrows: Damage increased by 5%.

''Arrows aren't used so often. With this change, arrows will now be able to kill archers at equivalent levels.''

Lightning: Damage decreased by 17%, now targets 4 troops/buildings (instead of 3).

''Remember that time when lightning was good? Probably not. It was a really short time. Well, having it target 4 things instead of 3 would really boost lightning in popularity.''

Testla: Hit speed increased to 1.8 seconds (from 0.8 seconds), Damage decreased by 5%, Each hit now does a 0.5 second stun.

''Testla is just... not used. Giving it a stun will definitely give it the attention it needs. The same thing happened to zap. It wasn't used, but once the stun was added, everyone had it in their deck.''

Clone: Elixir cost decreased to 2 (from 3), Radius decreased to 2.5 (from 3), cloning troops now takes 0.5 seconds longer.

''Ah, clone. The card that is very difficult to use, and was terrible from the start. It's kind of hard to buff this card, especially because of how unique it is. Decreasing it's elixir cost would make it be less of a risk to take when you play it.''

Tombstone: Elixir cost increased to 4 (from 3), Spawns 6 skeletons when destroyed (instead of 4), Spawn time decreased to 2.5 (from 2.9), Lifetime decreased to 25 seconds (from 40)

''Tombstone will now only spawn 10 skeletons in it's life time, instead of the usual 14, but the skeletons will accumulate faster. Increasing it's elixir cost will also make it more of a risk to play. To make sure the tombstone does not become underpowered, skeletons will spawn 6 skeletons when destroyed again. Overall, it won't last as long, will spawn less skeletons, and it will cost more elixir, but the skeletons will accumulate faster and spawn 2 extra skeletons when destroyed.''