Board Thread:Update Suggestions/@comment-30811784-20170110200817/@comment-28992768-20170605043355

GLeen1230 wrote: PROblemGamer14 wrote: Ice Golem- Hitpoints decreased by 10%

Hog+Ice Golem is overrused and Ice Golem is OP for only 2 elixir, a small damage nerf may make rage a more valuable card than Ice Golem.

'''No way! Ice golem is actually underused! '''

The Log- Damage decreased by 4%

It deals a little too much damage for 2 elixir.

No, log is balanced

Musketeer- Damage decreases by 2%, Hitpoints increased by 8%

A fireball is purely the musketeer's feared card. A damage decrease will balance out the Hitpoint increase.

Decreasing the damage isn't enough to compromise the health buff, and musketeers are the most used card

Ice Wizard- Damage increased by 3%

He isn't useful on level 1 and might be a better choice if his damage is increased a bit so he can kill a level 4 skeleton army without hitting twice to kill one.

Yeah

Mini P.E.K.K.A- Hitpoints increased by 4%

Although he is op for 4 elixir, his hitpoints are a major weakness. Increasing it will be a little more effective.

Not really, but his real weakness is being distracted 

P.E.K.K.A- Hitpoints decreased by 6%, Damage increased by 10%

She's a little risky for 7 elixir, but hopefully this will make her a little better as she is on the Top 5 list of worst cards.

"WRONG! P.E.K.K.A. is NOT the worst card, she's in the middle"

Royal Giant- Damage decreased by 2%, Range decreased to 6, Hit Speed decreased to 1.8sec

He's like a free hit on a tower and is a little too OP. This will make it harder for him to get a hit on a tower.

You just hate the royal giant, and you just try to kill it, but RG is very weak in tournaments, it was balanced if not over level 

Golem- Golemite damage increased by 12%

They're useless to even have and a damage increase would work well with them.

Golem is the BEST Epic in the game, you want him to be stronger???

Archer damage decreased by 5%

They're more used than musketeer, which is very strange.

No complaints 

Elite Barbarians- Hitpoints decreased by 9%, Damage decreased by 3%

Way too OP. No other words needed.

"You just hate the elite barbarians, they can be stopped by skeleton army, bowler and even dark prince!, just buff their counters!"

Goblin Gang- 1 extra Goblin and Spear Goblin, Elixir Cost increased to 4

Too similar to skeleton army and is a card to save space in a deck and give a positive elixir trade for it, very OP and it doesn't create variety and is very plain imo. Goblin increase would separate it from Goblin and Spear goblin cards.

Bad idea

Dart Goblin- Health increased by 18%, Hit Speed decreased to 0.8sec

Health is way to low and tourney standards cannot even hit the tower 3 times. Hit Speed will balance this out a little so it's not OP.

Electro Wizard- Hitpoints increased by 5%, Damage decreased by 5%

Very unbalanced, can be fireball ed easily and does too much damage in 1 hit, I think electro users will like this more.

'''NO NO NO!!! Fireball can't take him down, just a damage nerf is enough!!!! ''' Goblins- Hitpoints increased by 2%, damage decreased by 3%

Can be killed same level zap.

You want goblin gang to be stronger?

Arrows- Damage increased by 3%

May be used more often than Zap.

Yes I guess

That's it for now.

Bro this was wrotten like 4 months ago. Ill make a new one.