Heya Clashers!
Update: Patch is live!
Later today another update will be implemented, which will introduce the previously announced new ranking system in Gold 2vs2! We hope that there will be less fear of losing too many points, especially when players go alone into the queue and have random teammates. Enjoy!
We will also add new Skins: the Blood Cauldrone and Blood Bane.
In addtition, here are the most important background infos for
balancing:
Lothar
Lothar has become the most dominant and played legend after the last patch. Heavy armor, high hp, fast attack speed and high damage of the swordmaster seem to make him mandatory in a deck at the moment. We tune him down a little by small adjustments in hp, attack speed but also increasing the cooldown for his Sun Shield ability (Combo with Solar Flare).
Selga
Having increased the radius of Selga's protection with the last patch seems to be the right decision. However, the amount of the now protected units can be a little op. Instead of decreasing the range back to former levels, we are going to decrease the time the invinceability is holding up. As this change will also effect Promise of life, the spell's cost will be reduced.
Factory reset
We want to increase the use of FR by reducing its cost. As it has been op before, the amount of targeted units goes down likewise to prevent that from happening again.
Hail of Arrows
Hail of Arrows at its curent state is cheap aoe anywhere on the map without effort and it is surpressing decks that rely on small units. We will reduce the effected area, increase mana cost but also add a little bit of damage to make it a more pointed and tactical spell.
MOAG
The Moag is the most prominent damage dealer and could also be seen in close to every Tournament deck. We nerf general attack speed and energy cost for the Yamato cannon.
Relocate
Relocate is probably THE must have spell right now. Due to its versatility this is most likely not going to change completely but we want to tune its usefullness a little bit down by increasing mana cost.
T1 Melee Units
Most of the t1 melee units get an increase in health by 5-10%. In gold 2vs2 they are no real alternatives to t2 or t3 spawner and we try to change that.
T3 Summons
Over the last patches, we reduced the mana cost of t3 summons step by step to see them becoming a playable alternativ for either a t2 card or even a legend in a deck. As this has not happend yet, costs are reduced by 10 mana once again.
Towers in 1vs1
Get 10% more health and ammo.
All details later here:
https://crystal-clash.com/patch-notesWant more fun games by Crunchy Leaf?
Feel free to check out our newest game in development, Galactic Glitch, an Action-Roguelike that we want to make just as fun and enjoyable as Crystal Clash.
Just like with CC, we would love to hear your feedback on the game, so we can keep making it better! 🎮
The demo is available right now, for free!
You can check it out and Wishlist here on Steam:
https://store.steampowered.com/app/640160/Galactic_Glitch/