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HOWEVER, I GOT WORKING VERSION OF IT FROM ANOTHER SOURCE. Need For Speed Underground patch update 4.0 is now available. The game refers to the widely known phenomenon of car customization and films such as The Fast and the Furious and 2 Fast 2 Furious. A texture-editor for the games Need for Speed Undercover, ProStreet, Carbon, Most Wanted, Underground 2 and Underground was released!

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Balance wishlist

So, meta is in a weird spot right now, with some players saying it's balanced and others really disliking it, and since I'm in the latter group and have nothing to do right now, let's get into it.
Spells: crown tower damage reduced from 35 to 30%
Does it need an explanation? Spell cycle is viable again, and supercell has said before they prefer offensive gameplay over defensive gameplay, which means decks like icebow shouldn't be able to defend the entire match and just rocket out opponents in the last 3 minutes of the game, at least not as easily. Same goes for graveyard trying to poison out the opponent, and golem with lightning.
Miner: crown tower damage reduced from 35 to 30%; hit speed increase from 1.2 seconds to 1.1 seconds, damage increased by 3%.
Even though I don't agree with this, Seth has claimed they want to keep miner's crown tower damage consistent with spells' tower damage, so just a couple of small buffs to make up for it, considering it is a 14% tower damage nerf.
Firecracker: 26.4% damage increase, attack currents(?) reduced from 5 to 4. Range reduced from 6 to 5.5 tiles. "Sparks" spread reduced by 20%
She's annoying to deal with, being like a dart goblin that does splash damage, shoots herself back and doesn't die to log. A smaller range should make her easier to deal with, meaning she can't out range cannon and tesla anymore, and it gives players more time to react to her. It still won't be bad vs any of the small spells, and arrows is a neutral elixir trade. The damage rework equates to roughly a 1% damage buff, but all it means is the spread of the sparks after her attack will be smaller and now it only takes 1 to kill skeletons, which makes sense given they said they want all units to be able to one shot skeletons. And since she will shoot only 4 currents, it makes sense that the spread is not as wide.
Fire spirits: range increased from 2 to 2.5 tiles, splash radius increased.
Range increase makes them a bit better on defense, and makes them a bit more threatening, and the splash radius increase will make them deal with swarms, their purpose, much better.
Night witch: bat spawned after death decreased from 4 to 3.
This will make her slightly less threatening to face, and will help players defend big pushes better, making it less of a risk killing her.
Witch: added 3 skeletons spawn after death. Hit speed increased from 1.1 to 1.0 seconds.
She's in a pretty weak spot after the failed rework, since she was supposed to be a spawners and now she doesn't even do that well, since she takes too long to do so, but this will make her consistent with night witch, which is what the team wants. The hit speed increase will make her a bit better on defense by increasing her dps, and also makes her better on her own (less dependent on skeletons).
Skeleton barrel: death damage to crown towers reduced to 30%
It is a bit strong, it's part of the reason why bomb tower was so popular, since it is the only building that does splash damage, meaning it handles skeleton barrel better than any other building, and prevents death spawn damage. Reducing that damage to crown towers makes it so decks without a building have a slightly easier time dealing with it. Also, consistency with spells.
Wall breakers: damage reduced by 8%.
At tournament standard, damage goes from 325 to 300. They're too punishing for 2 elixir, considering all spells that take them out cost 3 elixir at least, and there are no 2 elixir buildings. Also, if you play a slightly late swarm troop it gets entirely wiped out.
Heal spirit: hitpoints reduced by 0.5%. Damage removed.
It really is a powerful card, healing most troops back to full, but since we don't know how much I'd guess it's around a royal delivery worth of hitpoints. Should it get a heal nerf as well? Maybe, since a one elixir card shouldn't make such a difference in a match. But for now, it at least won't kill the bats and skeletons that you use to defend opponent's pushes. Hitpoint nerf makes it consistent with ice spirit, and it now dies to tesla in one hit.
Skeleton dragons: range reduced from 3.5 to 3 tiles, damage reduced by 6%.
They're a jack of all trades, good on defense because of their massive dps and threatening behind a tank on offense. They can fill in for minions, mega minion and baby dragon, while adding a fireball bait element, and also with higher dps than the latter 2. Less range makes them more different from baby dragon, and less damage makes them less effective on defense, while not making them obsolete.
Wizard: range increased from 5.5 to 6 tiles. Splash radius reduced.
Very polarizing card, dominates from 4k to 5I trophies, and not fun to play since it kills all your push when overleveled. A larger range gives it a clear advantage over both his wizard cousins, and less splash radius should make him less frustrating to face and less effective when played incorrectly.
Elite barbarians: move speed from very fast to fast. Hit speed increased from 1.7 to 1.4 seconds. Enter the arena ability, they are accelerated for the first 2 seconds.
They suck when at equal level, and they wreck when overleveled. Making them slower makes them less frustrating to face, while increasing their dps makes them not as obsolete against some swarm cards. They will be easier to kite, and will provide better value on defense, and if played on offense they will still provide a threat seeing as they will be very fast for 2 seconds, but overall this looks to make them less appealing to use as a win condition for lower ranked players.
Sparky: health reduced by 11%
It now dies to lightning plus barbarian barrel/arrows/log. It's not a particularly high skill card, it just does a lot of damage and moves slowly, allowing players to build a large push and opponents can't push into it, and going opposite lane possesses a risk of not being able to defend the sparky push. So it limits the playstyle of opponents to defend however they can. This change makes sparky easier to deal with, while not stopping it from being the threat she is supposed to be.
Rage: rage effect reduced from 35 to 30%.
Consistency with other spells, and also it doesn't provide any value per se, it shouldn't be so risk free to use in some decks such as sparky, balloon and elixir golem.
Lumberjack: hit speed increased from 0.8 to 0.75 seconds.
It is clearly worse than prince, and it also is probably worse than mini pekka overall, this gives it a bit more dps in a healthy midpoint between his current state, and the state he was in when he got nerfed. It helps that his rage effect will be less effective.
Zappies: hit speed increased from 2 seconds to 1.8 seconds.
It makes them consistent with electro wizard, and makes them a bit better at fulfilling their purpose to slow down pushes. Seth is probably right in them not being a healthy card when they're strong, but they're just too weak right now.
Tesla: gets affected by balloon, giant skeleton and bomb tower death bombs when underground.
Makes sense, bombs create a crater, right?
Earthquake: 11% damage buff on buildings.
It's pretty weak right now, and while it's not a healthy card as it promotes a rock paper scissors meta, it will be better at its purpose, and it will be consistent with other spells, well, in the percentage (30% damage to troops).
Fireball: speed increase.
It gets outshined by poison, for obvious reasons, poison does more damage, kills musketeer, all wizards, and deny swarms, so a bit of help shouldn't break the card. It did wonders for arrows, and while it shouldn't be as fast as arrows, it would still be helpful.
Goblin cage: Brawler's health reduced by 3%.
Right now it is the best building, and the brawler provides a counterpush threat. A small hitpoints decrease shouldn't make a big effect, just tones it down a bit, while keeping it equally as good on defense.
submitted by SantiagoHC to ClashRoyale

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