Talk:Barbarian Hut/@comment-31546692-20180209221037

I think the problem lies within the barbarians, not the hut itself. The barbarians are too slow; by the time they reach archers, they are dead. Two slow, weak barbarians can't kill anything. They either need a 25% health buff to barbarians or a 25% increase in movement speed and lower their attack speed to 1 second instead of 1.5. Maybe this is too much of a buff, but I seriously don't like that it is so weak.

Maybe we should establish the stats and cost of a single barbarian. Alright, 1 barb IMO should have it's health closer to that of the Bandit. All stats are in tournament standards. Bandit has 780 hp, 1 barb has 636 hp. Increase the barb's hp to... say 732? This would allow it to withstand (with 1 hp left) the fireball + zap combo. Along with this buff, an increase in attack speed, which would buff it's overall dps. Decreasing its attack speed from 1.5 to 1.1 would allow a single barbarian to defeat a wizard with 4 hits, which would take 4.4 seconds instead of 6 whole seconds. This would increase a single barbarian's dps from 106 (less than 3 spear goblins!) to about 144.54. Now, if you wanna make the numbers all perfect whole numbers, simply decrease the barbarian's damage per hit to 154 while keeping the 1.1 attack speed and voila! 140 damage per second per barbarian (which is still less than a single dart goblin; CR really IS a most ridiculous duel).

So, this makes 2 barbarians have a collective 1464 hp and deal 280 dps, as opposed to 1272 hp and 212 dps. 192 hp increase and 68 dps increase. As for the 5 elixir card named "Barbarians" which spawns 5 barbs, they have 2928 hp and 560 dps as opposed to 2544 hp and 424 dps. 384 hp increase and 136 dps increase. This may sound like a crazy buff, and that's because it is. This card needs a huge buff to survive the meta. Fire spirits practically killed this card, along with barbarians. The log also deals too much percent damage to barbs. Archers, bats, minions, valkyrie, skeleton army, goblin gang, Mega Knight, wizard, executioner, dark prince, and so many other cards counter barbarians. With so many counters to barbarians, they either need some crazy buff (although this may make other cards obselete), or a rework.

What do you think? Let me know! Thanks.