Under the direction of the mark: The introduction of the executor goal completely changed the game, and the Royal - Team fast acting sho...
Under the direction of the mark: The introduction of the executor goal completely changed the game, and the Royal - Team fast acting shock to adjust the map as well as an amateur to a certain extent - used classic. As always here Cory with the complete removal of all changes:
Verdugo: Damage -6% range of 4.5 (out of 5) radio ax hit -10%
SC: Executioner power level is clearly too high for a company that does everything. However, this is partly due to errors , the set in the next update, so we consider these changes. Reduce damage, range and quantity of his ax, the things to beat, while you should stop.
Cory: The performer is probably dominated more card in the game at this time. For some errors, which allows to stun the executioner and knock all the troops around, this change will try to reduce the executioner use (which is extremely high). Nerve damage should change many interactions not, but must do so, unless to tackle a threat with the decrease in the amplitude and the radius is made smaller area denial, so that the troops swarms will find it easier with the executor. Overall, the executioner is not the same after the upgrade, but remain in the game one of the best Splash cards.
Gift: 8sec time (10 seconds), damage per second 24%
SC: After this will be poison change reliable to get your damage down. There is not any tick more damage, but more or less the same damage over time. Skeletons open in a tick (instead of two), so it is much better against the army of the skeleton and the cemetery - and a real alternative to new fireball.
Cory: Supercell has no poison the same poison is the time to Goison was, but has yet to be toxic under - used the nerve. Then poison now will be a force against the popular cemetery, which is to break the fastest troops (Army Skeleton Archers, ushers, guards, goblins, etc.) than before. This makes the competition fireball against poison, and you should start to see a lot more fish around the arena.
Witch: Damage + 6%
SC: Your utilization rate is very low in the arenas and high gain recent challenges, but it is enough, otherwise well. We are looking to give a little boost without early to overload the game. This change will also allow a single shot leveled skeletons.
Cory: This benefit of damage done far better witch. The possibility of a skeleton (skeleton army, cemetery, grave, etc.) makes effective witch against the cemetery and the skeleton army, triggering two popular cards at this time. It should be much more attractive to use, and can be a good alternative to Verdugo.
PEKKA: implement 1sec time (3 seconds)
SC: We want it better PEKKA usable and to make a little more nimble, without breaking your identity as a great robot, robust feel to play.
Cory: Although PEKKA was good against many playing cards, long operating times actually worse than the cards like mini - PEKKA that are able to clean faster cards. With operating time was 1 second, you can map barbarians fall Elite, pork and the Battle of Ram driver and be able to completely negate the damage. When shells such as Giant and Géant remain real popular PEKKA should see an increase in use.
Dark Prince: Damage + 5%
SC: Was as the level of a lower card for some time, since their statistics are not quite there in comparison to other options 4 Elixir. Other points of life should make with a little more success load on the sand!
Cory: The Dark Prince has always been a bad map projections and weakening the resistance, and poor damage makes other attractive appearance Splash cards. A small improvement brand should make no difference, but the players who are currently using the Dark Prince, should still get to see some swings in the field.
Baby - Dragon: the range 3.5 (3)
SC: Baby - Dragon is a fun and iconic card that is not to see much game. A little scope should make it more attractive.
Cory: The dragon baby through the cards in the shade, as executor, Valkyrie, Wizard and ice. A fan of the region is to make it stronger against hordes of minions, and the Tower is now more (and with its fast speed, the baby dragon needs to be able to achieve fairly rapid turnaround).
Skeletons Skeleton: count to 4 (3)
SC: connected by the Ice Spirit Arena, the elixir has 1 slot to become more competitive so that we bring 4 skeleton! This change (aka, + 33% more calcium) Skeletons provide much more value than a distraction. Ledoot back!
Cory: The spirit of the ice was the dominant card elixir since 1 July last year. Even after several nerve spirit ice skeletons were exceeded. With Ledoot again met with his teammates, his skeletons now 33% stronger than it was before, and a good alternative not only the spirit of ice, but the Goblins, guards and even the skeleton army. We hope that the skeletons do not get to continue to out of hand.
Army Skeleton: Skeleton Count to 15 (of 16)
SC: A key to keeping the delicate balance of "the balance of the skeleton" in the arena exchange.
Cory: After Ledoot back to his other friends, is the skeleton army without a membership. This should not change much, and the skeleton army must continue to be popular (the poison or the new changes of the witch, the prince of darkness and baby dragon unless fully closed).
Final Thoughts: With the changes in four syringes cards Supercell really should stop spraying maps the leak. It is becoming widespread over the other, but it is hoped that this change outside competition. With the Splash Cards, stronger and better poison skeleton army will always be good? They are the guardians back to the target? We are very happy to know.