Board Thread:Update Suggestions/@comment-30811784-20170110200817/@comment-34994511-20170602030429

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! ''' The Log- Damage decreased by 4%

It deals a little too much damage for 2 elixir.

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.

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.

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.

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.

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.

Golem- Golemite damage increased by 12%

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

Archer damage decreased by 5%

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

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

Way too OP. No other words needed.

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.

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.

Goblins- Hitpoints increased by 2%, damage decreased by 3%

Can be killed same level zap.

Arrows- Damage increased by 3%

May be used more often than Zap.

That's it for now.