Board Thread:Update Suggestions/@comment-30510141-20170620073939/@comment-34994511-20170801153823

My balance changes were mainly buffing Elite Barbarians counters

Elite Barbarians: HP +4%, Hits 0.1 seconds faster, 1st strike even slower

Hopefully elite barbarians won't be dead because of this! I'm reverting some of their nerfs, the Slower 1st strike is to avoid them to be annoying

Tombstone: Elixir -1, spawn speed +0.6 seconds, spawned skeletons when destroyed-1

I think I'll rework Tombstone a bit since it's outclassed by Inferno Tower and Furnace, plus the skeletons will do no harm, lower cost will allow it to cycle faster, although less distractions

Ice Golem: Death Damage will now pushback troops, HP -5%

Since Golemites pushback troops, why can't Ice Golem do that? Besides Ice Golem is one of the least used card, although he had a amazing win rate, Ice Golem will now do more threat to attackers and supporters, his HP is decreasing just to avoid him to have a over high win rate

Dark Prince: Spiked club size became 30% larger, 13% charge speed regained, HP -10%

This will cause the Dark Prince to deal 3% more damage, 7% bigger splash radius (15% while charging) and a 20% range to balance with the prince, we all wished that the Dark prince deserves some respect so this should help!

Bomber: HP +100%

Of course I want bomber to have 2X HP, because

I'm JK, but I do want bomber to have a huge 25% HP buff since bomber is outclassed despite his cheap cost, his too fragile, a Mega Minion can 1 shot it, he's too weak to attack twice, he'll survive longer

Wizard: HP +10%, hit speed +0.1 seconds , range +0.5, damage -5%

Make him survive longer, more range should make him a better Musketeer again, his slower hit and damage nerf is to avoid him to be OP, also Wizard will possess less threat to Minions (overleveled) but more to Elite Barbarians