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Hmmm It's an Orange Juice
What's up everyone, this is OJ
We're getting a new balance update this coming week.
Just in time to nerf the night witch.
She is way too strong
She currently spawns 2 bats every 5 seconds.
They're turning this down a notch.
She'll now spawn bats every 6 seconds.
On top of the decreased spawn intervals, she will no longer spawn 2 bats immediately after being deployed
There's gonna be a slight delay before she spawns those first two bats.
When she dies, she'll pop 4 bats.
They're also nerfing this.
So now she'll only spawn 3 bats on death.
This is kinda like skeletons. Its DPS is decreasing from 268 to 201
If you look at the night witch
There is a significant impact on the map
to summon 6 bats, it used to take 10 seconds.
With these balance changes, it will now take over 13 seconds to reach this mark.
Tornado, Poison and heal mechanics are receiving a buff.
The spells will now stack
For example, in the current version, if you mirrored Poison on top of itself, it would not stack.
Notice how only the last tick of the mirrored Poison did damage.
With the new mechanic tweak, you can duo-cast Poison, Heal or Tornado on top of each other.
It won't cancel itself out.
As for the Tornado itself, its duration is being reduced from 3 seconds to 2.5 seconds
It's still gonna be able to activate the Kings Tower for most units. But the most significant change is since that the duration is reduced,
So is the damage. From 174 to 145.
Tornado no longer takes out stab goblins by itself.
This affects Goblins, Goblin Gang, and the Goblin Barrel.
And the last balance update in December
The log received a nerf.
Its range of damage was 11.6 tiles
Reduced down to 11.1 tiles.
This was reversed as soon as they realized there was a bug preventing users from casting it on top of buildings
Offensively, it will still hit the arena tower
Defensively, it will still take out Goblin Barrel and Princess at the bridge
In this balance update, its range is reduced back down to 11.1
If you can cast it on top of buildings again, i feel like this is a buff because you can use the log to protect your siege buildings better.
Another advantage to being able to cast the log on top of buildings
Is that you can protect your Elixir Pump from a Goblin Barrel planted in the corner
The Goblin Gang is one of the best defensive cards in the game.
It can defend against most ground units and a lot of air units.
It's receiving a nerf. They're removing one Spear Goblin.
So the gang will now spawn 3 Stab Goblins, and 2 Spear Goblins.
When the Skeletons were rebuffed to include 4 skeletons.
It provided too much value
Shutting down a musketeer and an electro wizard completely. They offer far too much utility for 1 elixir.
They're removing that one doot.
This decreases their DPS from 268 to 201.
The Bandit is receiving a buff
She is going to dash faster
Her dash charge time currently takes 1 second to initiate.
Her new dash charge time will be slightly faster
This means that you are going to have to react a bit faster to prevent her from connecting to your tower.
On top of this dash buff, she's receiving a health boost.
Increasing from 750, to 780
The Dark Prince will now take 5 swings to kill her
and she'll survive one extra shot from Minions, Archers and Spear Goblins
The Inferno Dragon, but not Sparky, is receiving a buff too. It's health is increasing by 7%.
It's going to go out from 1000 to 1070.
This is higher than a Baby Dragon
It's now able to tank one extra shot from Archers, Minions, Witch, Musketeer, Baby Dragon, Spear Goblins
Ice Wizard, Lava Pup, Electro Wizard, Mega Minion and a Dart Goblin.
This seems like a lot, but these are one on one interactions
With the Princess Tower assisting, there shouldn't been too much of a noticeable difference
The biggest buff of all that it's load time is decreasing from 1.2 seconds to 1 second.
This means that it will retarget smaller units slightly faster, so Skeletons won't counter it as hard
The original witch is getting a significant change.
Her splash attack radius is increasing from 1 tile to 1.1 tiles.
This is a very subtle buff, but increases her capability to take out swarms a bit better.
Most noticeable against the skeleton army or minion horde
She is going to be able to summon skeletons a bit faster too.
Currently she spawns her doots every 7.5 seconds, with the buff, she'll spawn them faster at 7 seconds now
To be more consistent with the Night Witch, there is a slight nerf
She is not going to spawn the Skeletons immediately
Her first wave of skeletons will spawn a bit later
But on the flip side she is receiving one more buff
They are increasing her health by 5%
It's increasing from 665 to 698
This is a huge buff she'll be able to tank one more shot by smaller like Archers, Minions, Skeletons, Giant Skeleton, Ice Wizard, Guards and Lava Pup
And she'll be able to tank one extra shot from a P.E.K.K.A., Baby Dragon and a Wizard
This is a massive buff.
She is going to offer a lot of value for 5 elixier
The clone spell is receiving a buff
When you cast the clone spell
it temporarely freezes the units for 0.8 seconds
With the new buff it won't stun your units for as long
so your units and its clones will be ready to engage in battle slightly faster
The battle ram is receiving a tweak
Normally a Bowler, The Log or Executioner taking out the Ram Shield would also splash onto the Barbarians
Their attack animations would dobple-dip dealing double the damage
With the new buff, if you kill the ram itself
it won't splash onto the barbarians
The Bats have been tweaked here and there
and like we said in our introduction video the stats aren't set in stone
The bats have been tweaked and will only spawn 4 bats instead of 5
Thanks for watching, stay tuned for more qualtity OJ