Board Thread:Update Suggestions/@comment-30811784-20170110200817/@comment-30040390-20170202204645

Royal Giant: Hitpoints decreased by 20%. The royal giant is really powerful, especially because elite barbarians were nerfed, which was a great counter for it.

Elite Barbarians: Hitpoints decreased by 15%, damage increased by 5%. ''Speaking of the devil, elite barbarians are also pretty strong. They also need a nerf, but the damage is increased to make them not a terrible card.''

Lava Pups: Damage decreased by 7%. Lavaloon is a strong combo, and nerfing the lava hound just might be the trick.

Graveyard: Skeleton spawn time decreased to 0.7 seconds. ''The graveyard is an interesting card. It needs a nerf, due to how strong it is. Nerfing the spawning time will make it easier for the tower to catch up. (even though it says 0.7 seconds, I actually rounded it up from 2/3rd. I mean it like it takes 2/3rds of a second to spawn a skeleton.)''

Guards: Shield Hitpoints decreased by 25%, Damage decreased by 5%, Now spawns 4 guards instead of 3. This means zap would now remove their shields and towers can now two-shot them, but they would overall do more damage and would be better at defense.

X-bow: damage increased by 75%, now deals reduced damage to crown towers. This will help x-bow on defense, and help it penetrate heavier tanks, but would do a little less damage to the crown tower.

Sparky: Stunning no longer resets sparky's attack. ''The main problem with sparky is that it can't be used on defense, due to the fact that it can too easily be countered with a zap, making the sparky just sit there, charging up her attack for another 5.5 seconds. This would be a respective buff, given that there would still be counters for the sparky so it won't be op, but it would help it with defense and eliminate zap as another counter.''

Dark Prince: Shield hitpoints increased by 45%, damage increased by 7%. The dark prince needs to feel like it does damage, and it's shield needs to actually feel like a shield.

Testla: Hit speed increased to 1.5, Attack now does a 0.5 second stun. ''This will definitely help the testla be good, but it also adds some flavor to the card. It uses electricity, so it should be able to stun!''

Electro Wizard: Hitpoints decreased by 20%, attack now deals area damage. ''It would die to a fireball again, but it would help increase the popularity. It would counter skarmy better, and would be better about countering hordes.''

Goblin Hut: Elixir cost decreased to 4, Hitpoints decreased by 25%, spawning speed reduced to 3.1 seconds, now spawns goblins instead of spear goblins.'' This is a complete rework of the goblin hut. It changes it from a chip damage kind of card to a defensive-beat-down kind of card. This is probably the most contreversial idea. I do not expect this idea to actually happen, but it IS a possibility.''

Giant Skeleton: Damage decreased by 3%, Bomb damage timer decreased to 2 seconds. ''3 seconds is a long time for the bomb. Make it 2 seconds. End of story.''

Mortar: Lifetime increased to 35 seconds, Hit speed decreased to 3.5 seconds, Damage decreased by 6%. ''Mortar needs more use. It's hit speed is as slow as a sparky, without dealing NEARLY as much damage, so that could help the mortar get more use. It's damage is being decreased to make sure that it is not too overpowered.''

Poision: Damage increased by 10%. ''Poision should be able to 1-shot skeletons. This is also an indirect nerf to the graveyard.''

Three Musketeers: Elixir cost decreased to 8, Musketeer's health decreased by 10%, damage decreased by 3%. ''The three musketeers is too much of a risk. It will still be a risk, given the fact that a fireball will now kill the musketeers. However, If you split them and someone fireballs the two musketeers, it will be like you spent 4 elixir for a regular musketeer, AND you baited out your opponent's fireball. Overall, it would be a better risk to take. (the regular musketeer will be affected by the health and damage change too.)''

Skeletons: Elixir cost increased to 2, now spawns 6 skeletons instead of 3. S''keletons need to be buffed, as they don't see much play. However, it is tricky to do so. If you have them spawn 3, it is an okay card, at the most. If you have it spawn 4, then it is too powerful. You can't directly buff the skeletons that it spawns, as it would affect everything else and make them potentially overpowered. '''This preticular change could be viewed as a buff or a nerf, but it will make the skeletons more impactful as they are played. '