Crystal Clash

Crystal Clash Big balance patch and some new features!

Version
Big balance patch and some new features!
Version Date
June 10, 2022
Links

Patch Notes

Big balance patch and some new features!

Heya everyone!

It's been an interesting two month since the last balance patch! Now it is time for a new round and adjustments- this patch is most likely one of the biggest we have done in a pretty long time in regard to balancing. 🙂 As usual, we took into consideration feedback by our dearest community and also opinions by experienced players. To give you some background information, below are key changes that are introduced with the new patch. We are also happy to introduce some new features, as well, have a look!

Features
- Players will be notified when other players lose the connection or leave the match

- Each player-level-border is displayed in the level-up-reward section now (top right, next to your profile icon)


- Coloured ingame borders for spells Earthquake and Sapling Charge have been added (when activated in settings)

- Card-details (CD, damage, range und energy) have been added to the overview in the card vendor and can be found in the tooltip (hovering over the card). This allows a quicker access to information without having to use the deckbuilder.



Balancing

Combos
Maelstrom/Freeze
Banishing units by maelstrom and consequently freezing them became very popular, because one could take out opponent's units for a long time - too long - out of the game. We tackled this by reducing both durations of banish and freeze but also by increasing mana cost for maelstrom and reducing affected units by it. The combo should still work but lose some of its oppressing nature.

Slime on ice
A (deep) frozen Mirror Slime was able to freeze a huge crowd of enemies in no time due to its mirror ability. We nerfed that by a reduction of the frozen status effect but also by a doubled cooldown time for this ability

Vecra Overhealed (with Solar Flare)
A frozen vecra constantly overhealed has been too tanky and hard to break free of her prison. The damage reduction in frozen state has therefore been changed from 90 to 70%. In the same regard Solar Flare got a nerf in healing from 400 to 300 hp and a small mana cost increase. This will also nerf the overhealing double Lothar combo.

Legends
Aegis
Aegis orbital drop and rift cannon are causing trouble, when played multiple times. A mana cost increase, small hp decrease and increased cooldown for the anihilation of the canon should bring some relief.

Atlas
Atlas got a change in armor classes and hp gain for each module to make him a little stronger in the end game.

Brratu
Brratus damage soaking was enhanced with the last patch, we wanted to strenghen that further. Hp gain for enchantments have been increased, while damage decreased. But don't worry, the big one still does enough damage when his foot hits. 😉

Granite Guardian
The Guardian's asteriodal drop does more damage now and has been increased doublefold. It should therefore also affect stronger units with its impact and not just scratch them.

Selga
Selga has not been seen too much around, we therefore increased her protection radius. Let's see where it goes from here.

Units
Lich
The lich is one of the strongest units in the game and has been perceived as op by our community. As the lich's frostnova ability plays a big role in that regard, we tuned down its damage and splash-damage, as well as the lich's energy capacity.

Oppressors
Even after the last nerf Oppressors still made other flying units somewhat powerless in a match. We wanted to change that and therefore reduced their range further, which will hopefully allow a more diverse use of flying units. With aimbots and/or void miasma, oppressors can now be brought closer to other flying units fire range, but they will still outrange most - just not so much anymore.
In addition, the change will not allow Oppressors to attack towers with an aimbot and out of tower's fire range anymore. We feel that their roles as strongest air unit and counter vs legendaries (like brrattu, Aegis and the guardian) is still good enough to incorporate and make use of them.

Overseer
The overseer has been reworked and can now attack four enemies. Damage and speed have been adjusted accordingly. Its range has been increased by 1, hopefully making it a better option in the game.

Soul Cauldron
Buffed Cauldrons were able to bring down a tower pretty fast because of its siege damage, which has been consequently reduced. Blast ability remains untouched, as it can be handled by different ways as having buildings in a deck to distribute the dealt damage, using flux field or stone circles.

T1- (tankish) Units
In the current meta t1 units (especially the tankish) play a small role. While some units can be used because of their special abilites, most become unimportant from t2 on. We try to increase their usage, by giving many ot them some small buffs.

See all changes:
https://crystal-clash.com/patch-notes