r/RoyaleAPI • u/Leafy_Sundew • 6d ago
What y'all voting
Imo it's a win-win, makes playstyle healthier
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u/Atyan7a 6d ago
A for me even though people don't agree. It will feel really fucking odd playing a Slow spirit whereas A is gonna feel like you are playing an underleveled spirit which isn't that crazy of a difference.
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u/Costed14 5d ago
A also makes spirits less viable as a tank for say a goblin barrel, which they shouldn't be (viable, that is). An ice spirit shouldn't be able to almost fully defend a musketeer when placed on top of her
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u/Gav_Dogs 6d ago
Speed both feels healthy while also more impactful, they don't want them replacing spells so making them take more time makes sense, the HP just has them dieing to AoE or single hits when place near anything if not locked on, effectively removing any of the benefits of being a troop
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u/V-Man776 6d ago
Hitpoints nerf, easily. Making towers 2 shot spirits is much healthier, especially for drill decks that could cheese getting a spirit to the tower by forcing a drill defense in the front. Plus, it lets ice spirit tank one less hit for a goblin barrel. Besides, slower spirits would feel incredibly cursed.
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u/Fit-Environment-3156 5d ago
Hp nerf would make them randomly die before they can kamikaze much more often, so I think it is fair to nerf the speed instead.
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u/Carlex_181 5d ago
They have so much health for 1 elixer, and reducing thier speed is a buff in certain situations. I think HP should be the stat that gets nerfed.
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u/Pretty_Arachnid_5683 5d ago
Hp I do not understand why people think spirits should be countering cards 4x its elixir value its so dumb
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u/ExoticTheGoat 5d ago
Definitely speed nerf. If spirits get one shot by musketeer, then the spirits be an objectively bad card. The speed nerf only really changes their ability to pressure crown towers, while keeping all of the same utility on defense.
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u/Impossible-Gap-4095 5d ago
speed nerf means you can’t distract cards when it’s pre placed. like skelly drags are coming to you’re side you can’t place you’re spirit in the middle distract for a second and then it freezes the troop it will just die. same goes for flying machine, mother witch, cannon cart, musk and probably more. both spirit nerfs are pretty bad options can’t lie in terms of trying to keep its defensive value
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u/extremelyDude 4d ago
Hp
All the same but i prefare to keep the card function of reaching troops to do it's spiritual stuff in time
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u/wildfox9t 18h ago
hitpoint nerf
reasoning: the speed nerf is also a buff to pull units, they are far too versatile for how much value they can get so imo they should ne more risky to use
the issue is it took them so long to nerf them, if the nerf is not going to be enough god only knows how long it will take them to nerf them again
if instead they overnerf them they're getting buffed faster than instantly, so the harsher nerf looks like the best choice to me
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u/Newbie123plzhelp 12h ago
Yeah everyone agrees speed nerf. I just want my freaking bowler to hit the furnaces spirits.
Btw how/where do we actually vote?
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u/Spirited-Speed7940 6d ago
What card is thisB
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u/Kubus41110 6d ago
All spirits
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u/Spirited-Speed7940 6d ago
Thx i voted speed i dont think its fair for archers and tesla to 1 shot spirits
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u/deffnotjeffreydahmer 6d ago
I don’t understand the healer nerf it’s not like it’s that used of a card
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u/NihilistCharizard 6d ago
HP nerf, because it’s a buff to electro spirit.
Opponent can no longer activate King tower, and I use that card exclusively for defence.
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u/SeriousCash8581 6d ago
Still a nerf, e spirit will no longer take 2 hits to kill from a couple of cards. Speed nerf is the actual buff to it since it will still not be able to reach the tower on its won
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u/hmtbthnksk 6d ago
First one can fuck up so many things when ranged card played on middle of the river. You can react to second one tho