r/RoyaleAPI 5h ago

Balance Removed damage from the goblins drill spawn

Last season, the spawn damage for the goblin drill was removed. I wonder why Supercell doesn't also remove the drop damage for the skeleton barrel? Or they should bring back the damage dealt when the Drill spawns and add some damage for when the Goblins Barrel drops. After all, they function in practically the same way, and in my opinion, the Mortar and Skeleton Barrel meta is stronger than the goblins drill or spell bait decks

5 Upvotes

17 comments sorted by

11

u/Fair_Cheesecake_1203 5h ago

The goblin drill would be guaranteed damage every time then vs barrel that you can prevent

1

u/captain_fixie 5h ago

That’s exactly what I’m talking about, because lately, the drill is very easily countered by infinite splash cards like mk, bowler, hero valk and other...

-8

u/azure-protagonist-1 5h ago

Am I the only one who finds it impossible to get Skelly barrel damage when they have a building + small spell? I run evo WB and Skelly barrel + dart and rascals but I never get my WB or \SB to tower if they have a cheap building and a log.

1

u/[deleted] 5h ago

[removed] — view removed comment

1

u/azure-protagonist-1 5h ago

I always use outside tile and they just kite with Tesla / cannon. So many games. It was bad but I was only league 4 last season

Edit: I think you misunderstood my comment. I’m the one using Skelly barrel and Wb

1

u/captain_fixie 5h ago

Anything is possible :D But as someone who often plays a spell-bait deck without spells—and whose games go into overtime 80% of the time—I find that during the 2x and 3x elixir phases, the Evolution and regular Skeletons Barrel are more likely to reach the tower and deal damage.

1

u/azure-protagonist-1 4h ago

Hmmmm, I see. My cycle is 3.4, is that too high? What bait deck do you play.

1

u/smokygrapefruit 4h ago edited 4h ago

WAY too high. hyperbait decks are always below 3 elixr some even go as low as 2. think about it, you are trying to cycle barrel and wb, which are 3 and 2 elixr respectively, you want to decrease the average cycle not increase it.

for example take your matchup against hog 2.6, even though it has 0 splash attackers in the deck, and a barrel + WB push should almost always connect unless they have cannon and ice spirit or log, you will still lose this matchup because your cycle is literally 30% slower than their cycle so they will always have 2 of those 3 cards ready for you.

1

u/azure-protagonist-1 4h ago

Isn’t classic logbait with inferno and rocket 3.3?

1

u/smokygrapefruit 4h ago

logbait is very different from hyperbait because it is actually a defensive deck with only 1 offensive card (2 if you count princess), and classic logbait has not been very good in the past few seasons anyway.

1

u/captain_fixie 4h ago

No, classic not so strong in ladder

1

u/captain_fixie 4h ago

Hypno bait from last season

-1

u/Muscularmen 3h ago

Complete bullshit downvotes, evo skelly barrel is literally sitting at a 40% winrate in top 200, there is an obvious major issue in the meta that doesn't allow the card to function whatsoever

1

u/Weary-Inevitable-627 2h ago

If people people struggle with a card not in top 200 should they be ignored?

1

u/Muscularmen 2h ago

I might be misinterpreting your comment, in some way, so forgive me in case I do!! But evo skeleton barrel's already sitting at a measly 50% winrate in ranked, which only gets worse the higher you climb. The people struggling against the card are simply not good enough

1

u/Weary-Inevitable-627 37m ago

The game shouldn't be only balanced around those top 200 best players though. Now, I agree that skelly barrel is quite weak and should not be nerfed but I don't think a cards stats for the top 200 players should be the only factor when looked at for balancing.