I love these videos because it always boils down to "Clash Royale players dont want to think so they scream on reddit until they get to stop thinking again"
I don't think you understand how the balancing of clash royale works lmao supercell just adding cards and never ever changing them and saying "skill issue lol" would literally kill the game in like a year
@@Chilloutlilbrothey meant how some cards get nerfed despite being perfectly balanced because it's new to the meta and would make them use their brain to deal with it
Cards are like the Ying Yang. If people hate using it and hate seeing it, it's this. If people hate seeing it and love using it, it's mega knight. If people love seeing it and live using it, it's Larry
Oh no way. Someone found an interesting comparison between CR and Ying Yang (a side character from Japan Studio „Puppeteer"). It's nice to see something like that in our lives of online media users.
@@jaffjeff9544 No. It's Ying-Yang. I know really funny stuff with this moon cat's naming. Also Puppeteer is, well, a game that wasn't had plenty of advertisement, so not many people found out about it.
That would make It usless. Just a more epensive tombstone and goblins can't even survive a golem explosion. Skeletons thrive on mass and as sacrifice, spritis are distraction and anti swarms, barbarians are heavy hitters whit kind of tanky attitudes, goblins are chippers, the are made to chip away your damage, it's by design to be annoying
Your vids always drop in the most random moments but every time you post it's a good feeling coz they're always pretty long and your research is amazing, I love this type of content, keep it up mate!
Can I just say that it kinda makes me mad that the community just sees a type of card and determines that the card should be nonexistent because they just don’t like it even if it isn’t a problem. It’s super petty and kinda takes away anything unique since everything has to be similar or it’s hated
agreed, just bc ppl dont know how to deal with it, and now they make it the card problem instead of learning haha, thats why megaknight is hated, even tho he is not op anything
I mean, both barb and goblin huts are awful, they've never been balanced, always broken or useless but never achieved balanced stats. Just like heal spell, these cards should be replaced with something totally different. There's no need to keep two of the worst cards in the game.
The situation with healspell is petty as it is. "We don't want to fix a broken card because we like the other more and instead of nerfing it directly we kill anything that works with it". Three Musketeers in my opinion shouldn't even exist it's an extremely polarized kill condition it either works and everyone is fckd or it doesn't and your most expensive card is useless. Healspell on the other hand could be useful in so many different ways if only supercell took a better look at it. It could function like void when the less units there is the greater the heal or something else. Same goes to buildings. There is enough counters to buildings and instead of forcing people to think and use those we kill 2 of the rather unique cards. @@arekozgod9192
@@LucyWest370 well in top ladder and grand challenge it doesn't seem like pekka is too popular, definitely shows up a lot in lower arenas for sure, in lower arenas pekka is a lot more popular
I'm actually surprised you didn't mention when there's only one goblin, when your opponent is 1 level higher than the goblin hut, it would literally peform worse.
Something I just came up with but might be interesting is to improve the building's overall stats, then make it spawn one regular goblin and one spear goblin per wave. I don't know how broken or weak this would be but it would make the card more versatile and not just a more expensive tombstone variant. It could even spawn a goblin and two spears on death like a micro goblin gang
I like the idea but people would hate it, it would make their most hated attribute better. They're hated for their easy free chip damage, adding a single goblin into it would make them chip more. I do think they should try it though because who knows maybe it'll work. It is the goblin hut after all, not the spear goblin hut
Oddly, this video made me not only pick up clash royale for the first time in half a year, but I also started using and enjoying using goblin hut, lol In the long run replacing tombstone with goblin hut is not a good idea but it's fun
In general I think the hut needs some more death goblins. Whether that's giving it 1 more, or returning it to 3 and nerfing how many goblins it spawns overall, I think the death spawn was good.
I feel like if PEKKA’s speed was increased slightly, these cards would become meta again because they counter the meta. This is a perfect example with the log. The problem is trying to balance the card itself without balancing other cards. I don’t think that will ever happen.
Goblin hut is literally one of my fav cards 💀💀💀 I don't use it but I just love it,and I also really like the spear goblins bc the sound they make while attacking is funny,and my opinion on cards in this game can be resumed to how fun or funny I find it lmao.
The way I see it, a balanced spawner is a low usage one. 1-2 spawns can be disappointing, and 3 is just to much elixer value per spawn. If you lower its health, it just gets deleted by spells, win cons and a combo of both. It has a higher health, it becomes as consistent as other defensive buildings while consistently creating a consistent even, or positive elixer value on the board. So imo, a spawner can only be busted or garbage, and find a very small opportunity for an in-between.
I feel like the people that dont like spawners and that complain about it just dont want variety in their games, and cant understand anything beyond absolute meta
I'm not sure if ppl realize this, but CR has a lot of roots in it's design referenced from MTG, magic the gathering. In the end, certain cards will OP certain types of cards, and vice versa, it's the nature of the game.. I have my gripes with certain cards, but I learn how to deal with them. Ngl, a spwnr thru & thru, trust me it's no easy task, as I play with older cards below 'Hog Mountain'. Although my dex hasnt changed much, I adapt and improve with ever-changing metas and cards. I am +1 for an additional spear goblin with death or another entry for an evolution for buildings. Maybe spawning a brawler with 2 spear gobbies 😊 or different combinations.. btw, shout out to Gratz for the content🙏 truly gratzful.
As a long term hut user I think it's safe to say that the card is fairly underestimated these days, as it can fully counter almost every building targeting win condition if placed correctly, not only that but it also manages to counter whatever minitank applying pressure without taking too much damage forcing your opponent to spread their elixir reducing the chances for a counterpush, the biggest weakness it currently has is the tesla tower since it full counters with a +1 elixir trade, and tanking for the goblins doesn't work efficiently since the push will be too weak to reach tower I think if the tesla were to get a rework making it spawn over 9 tiles rather than 4, and having a 13% damage decrease, it would be more susceptible to earthquake, granted this will only allow the goblin hut to strive in a few selected decks I can envision it having around a 7-8% usage in top ladder, doing anything directly to the spear goblins will have dreadful effects on the metta making the goblin giant too powerful, another idea would be to allow the goblin hut to spawn troops a lever higher than the actual card, in this scenario you indirectly buff the spear goblins without affecting any other spear goblin cards
I thought about a unique rework idea for Barbarian Hut, Goblin Hut that will solve the "Tower Chipping" problem. all spawners would spawn their respective troops faster, but only if there is an opponent's troop in range (in a ~7 tiles radius). this will not allow spawners to do chip damage to the tower and will make them "bait"y (since the spawned troops will remain in the area and be spawned faster). This will make the Barbarian Hut great for Fireball bait deck and the Goblin Hut great for Log bait/small spell bait.
I've been sitting on this idea for a while ever since the goblin hut change, and my proposal is drastic but I think that's what this card needs. Drop the elixir down to 4, have it spawn one goblin and one spear goblin at a rate of the duo for every 5 seconds, and have it's health decreased slightly. It can still get some chip, but also work well on defense.
Something I kinda wish they would have tried is instead of having spawners (or at least the more expensive ones like the Huts) spawn units at regular intervals, they'd do something like replace the spawner card with its respective unit card while it's on the field and let you place them for free. Giving the player control over when and where units are placed would make it a much more technical card, and cycling units to get the most value out of the building. They wouldn't just clog up a lane, and you couldn't place a half-dozen of them on the field at once, either. If you gave it a longer lifetime but retained the health, it could be a versatile defensive wall and an interesting long-term investment. The only problem would be how cycle decks could exploit it to get insane value...I think maybe you could solve that with something like having the huts take a flat damage amount for every free unit placed and thus put a soft cap on how many units you could get out of one per placement.
in essence, spawners are basically elixir pumps but you dont get to choose how the elixir is spent. They will spawn a bunch of units for you, unless they get spelled, then they'll only give you a few units. The pump will let you play more cards, unless it gets spelled, then it'll only let you play a few more. The way to balance the spawners is to make it so that when theyre not spelled theyre very dangerous, but when they are spelled they are very weak, so they fit into their archetype better. What supercell has been doing is making is so that they still give value even after their counter is used and thats just no fun. A card whose counter just doesnt work is just broken and nobody likes that. Tombstone is the only exception to this because its so low hp and low cost and not threatening that its not worth spelling so its not even really a bait card anymore its just a delayed swarm unit barb hut spawns barbs, but not that many and even less if its countered. There isnt much disadvantage to leaving a barb hut on the map, so it doesnt do its one job of being a bait card. the furnace spawns fire spirits, which tend to not give much value anyway since every deck carries a tank now, its not very valuable when its left alone and even less when its spelled the goblin hut ironically is the spawner which is closest to its purpose, it will annoy you until it dies spawning quite a few spear goblins if you leave it alone, and spawning just a couple if you spell it. lets consider pump this way too. the pump 'spawns' elixir, and if you leave it up its a big threat, and if you spell it, its barely worth it for the opponent. the issue with the spawners rn is that they arent threatening at all when they arent spelled, and give too much value when they are spelled. They are fireball bait cards that allow you to build an advantage when they arent spelled. kinda like princess and firecracker, they get value by living longer. but its more like the spawners are like princess and firecracker but the cost more and do even less damage
Boom Arena’s version of goblin hut is my favorite. The Faun Hut in that game isn’t really a spawner anymore, and is a defense building that functions similar to a tesla that doesnt go underground. It still has the death spawns and is a really strong card at 4 mana. You should try it Gratz!
I've recently begun including E Dragon in one of my decks and holy hell it needs an attack speed buff. Too many times I've seen it get taken out, or fumble an answer to Sparky because it took too long to lock on and get zapping.
I overleveled goblin hut and destroyed people for several arenas starting out (i was actuall ftp). I almost always built up 2 goblin huts in a lane and noone knew how to counter it
Old cards were made for meta so different from now. The more new unique cards are added the more the old ones would be either overpowered or almost dead because they cant find a place inbetween like 5 or 6 years ago
Love your content! You always make your videos super interesting and entertaining. I have watched them all, even multiple times. Hope you reach 200k soon!
They could do something really different by making the hut cost like 3 elixer and then when you want a spear goblin you pay either 1 elixer or 0.5 elixer and then a spear goblin will spawn and you can do that every 1sec or so. This would also heavily increase it's skill ceiling and make it a more competitive card.
Gratz, amazing video as always but there is one problem with your idea of how to fix the goblin hut by making it spawn normal goblins, it already exists, the drill is a goblin hut that spawns normal goblins😂
As a Spear Goblin and subsequent Goblin Hut lover (pushed from 4k to 9k using primarily Spear Gobs + Gob Hut and run one or the other in most of my decks today), I think it getting 2 Spear Goblins on death and a minor HP buff would be great, but one or the other would be more healthy. I totally disagree with the rework to make it spawn Goblins instead of Spear Goblins. It would undermine it's history, current functionality, purpose, and visual design.
As someone who has been playing since the beta and still strongly believe that OG spawners are the most OP cards of all time, I think there’s a place for them in the meta. A total rework, making it 4 elixir but being destroyed completely by a fireball could work. Make the initial spawn instant and keep the 1 death spawn, it would be okay. An “even” trade for fireball, but now you have to deal with at least 4 spear goblins. So any “positive” trade you got for destroying it on spawn, is now equal or negative by dealing with the goblins that still do spawn
As someone who has been using Goblin Hut since the beginning, it's a lot stronger than where it use to be. The chip damage puts pressure on the opponent. But I would honestly say the card works best in swarm decks. It bolsters numbers, counters some strong pushers if placed right, and puts pressure on one side for you to either go full in with or attack both sides
I really can’t explain why but since the game came out and up to 2019/2020, I played the exact same deck (goblin hunt, valkyrie, goblin barel). I did few changes over time when new card came out (spear goblin to princess, arrows to log and goblin to goblin gang) but the idea of chiping the tower during the whole game stayed the same. I never really saw a meta including my deck (even if it was kind of a log bait) but I managed to climb pretty high in my country with (the system of legendary trophies was different from now). So goblin hunt is a must have for me even if now it’s not really popular.
I always thought it would be interesting if the huts spawned 1 unit of that type, when a card that spawns troop (at the spawner) but then again that would probably be frustrating to play against. Short duration building that needs you to cycle a lot seems annoying as well
i honestly love spawners. It reminds me of the fun my friends and I used to have in 2v2 using only spawners or some other shitty trolly deck it just reminds of good times or the one card glitch
Personally I'd love to see the spawn rates depend on how close to the bridge the area placed. That way you can't get free value from the back, but placing them in the front is risky yet rewarding.
As someone who has never played Clash royale, they should make the Goblin Hut instead spawn Goblin Gangs. This a wholey balanced idea that has no downsides whatsoever. (Joking aside, maybe making it spawn 2 regular goblins and 1 spear goblin could work? Like a half-gang of mixed units, which would still fit the naming scheme. That would adress the chipping issue without entirely destroying the original card.)
Its weird for me, being a massive fan of goblin decks, but I acknowledge that the goblin hut has never been a card players are ok with seeing competitively. I think the card needs a rework but not to spawn regular skeletons as that might cause the card to disappear entirely due to just being a more expensive goblin barrel. I think the main issue with the card is the way supercell is balancing the spear goblins it spawns with the actual stats of the building itself. What i think they should do is buff the spear goblins without making drastic changes to the hut. I previously accurately predicted the required buff needed to make sparky a viable card without being broken and i'll say this about the goblin hut: buff the death spawn to spawn 2 spear goblins but also nerf each wave to spawn only 2 spear goblins while also making the spear goblins be able to guarantee hit the tower once even after damaged but for a bit less damage. Basically, this would help all spear goblin related cards with doing chip without making the amount of chip unbearable. It would also make the building a bit better defensively without giving it too much value.
Boom Arena (yes I know) had a good idea to only spawn goblins upon breaking, before that, it acts as a spear goblin tower, with 3 spears thrown at the same rate it would if there were goblins
@Gratz Since you've covered two of the spawning buildings, I'd love to see histories on the other buildings. I'm partial to the tesla but the history of all the other buildings sounds rather interesting.
They should change the spear goblins in the goblin hut into megaknights, with no additional changes. Should balance things out pretty well
Goblin hut evolution idea
Diamond pass exclusive
WHAT??>?
3 megaknights every 5 seconds evolution of goblin hut
Sounds like a good idea not gonna lie
It’s weird to see how the only good spawner is the tombstone and is the only one who is purely defensive
I actually use tombstone in my deck, it's really useful
Splashyard :)
cheapest building
Day 34 trying to milk likes from probably future famous comment
@@PedroNyuk24day 1 of trying to milk likes from potentially famous reply
I love these videos because it always boils down to "Clash Royale players dont want to think so they scream on reddit until they get to stop thinking again"
clash royale players have a serious skill issue
I don't think you understand how the balancing of clash royale works lmao supercell just adding cards and never ever changing them and saying "skill issue lol" would literally kill the game in like a year
@@Chilloutlilbrothey meant how some cards get nerfed despite being perfectly balanced because it's new to the meta and would make them use their brain to deal with it
@@TheFlame_Hawk
@@Chilloutlilbro Supercell is taking the ubisoft approach to balancing, "nothing can be meta unless we say so." Meta is not overpowered though.
Cards are like the Ying Yang. If people hate using it and hate seeing it, it's this. If people hate seeing it and love using it, it's mega knight. If people love seeing it and live using it, it's Larry
What if people love seeing it but hate using it? Oh wait, that's just a weak card
Oh no way. Someone found an interesting comparison between CR and Ying Yang (a side character from Japan Studio „Puppeteer"). It's nice to see something like that in our lives of online media users.
@@Dnedriwhat does this even mean
@@sandwichboy1268 Elixir Golem. He is free Elixir for you.
@@jaffjeff9544 No. It's Ying-Yang. I know really funny stuff with this moon cat's naming.
Also Puppeteer is, well, a game that wasn't had plenty of advertisement, so not many people found out about it.
Honestly, I've stopped playing the game, i just watch it cause of your good story telling. Keep up the good work
I haven't touched this game in years and have never really been interested, but his videos are oddly entertaining
Yeah same, played when the game came out and lost interest but these videos are really entertaining for some reason
Same,it's been a year since I've stopped playing the game but I like his story telling
Same
Same. I haven't played the game since like late 2019/early 2020.
You made a very valid point by replacing spear goblins with regular goblins for the hut. That would be the best change it ever got.
i feel like that’s a bit too similar to the goblin drill
this is one of those changes where you might as make it a new card
What about 1 standard gob followed by a spear gob… that may land it at a happy medium
A rotation might work too. 2 gobs for 1 wave, 2 spear gobs next
That would make It usless. Just a more epensive tombstone and goblins can't even survive a golem explosion. Skeletons thrive on mass and as sacrifice, spritis are distraction and anti swarms, barbarians are heavy hitters whit kind of tanky attitudes, goblins are chippers, the are made to chip away your damage, it's by design to be annoying
Your vids always drop in the most random moments but every time you post it's a good feeling coz they're always pretty long and your research is amazing, I love this type of content, keep it up mate!
Can I just say that it kinda makes me mad that the community just sees a type of card and determines that the card should be nonexistent because they just don’t like it even if it isn’t a problem. It’s super petty and kinda takes away anything unique since everything has to be similar or it’s hated
he never said that though
@@silverknight784He didn't, but it's true. CR players will whine endlessly about certain cards even when barely anyone uses them
agreed, just bc ppl dont know how to deal with it, and now they make it the card problem instead of learning haha, thats why megaknight is hated, even tho he is not op anything
I mean, both barb and goblin huts are awful, they've never been balanced, always broken or useless but never achieved balanced stats. Just like heal spell, these cards should be replaced with something totally different. There's no need to keep two of the worst cards in the game.
The situation with healspell is petty as it is. "We don't want to fix a broken card because we like the other more and instead of nerfing it directly we kill anything that works with it". Three Musketeers in my opinion shouldn't even exist it's an extremely polarized kill condition it either works and everyone is fckd or it doesn't and your most expensive card is useless. Healspell on the other hand could be useful in so many different ways if only supercell took a better look at it. It could function like void when the less units there is the greater the heal or something else. Same goes to buildings. There is enough counters to buildings and instead of forcing people to think and use those we kill 2 of the rather unique cards. @@arekozgod9192
i love how people seems to be ok with spell ciclying but hate cheap damage of the gob hit
This man has single handedly brought me back to clash Royale after 5 years, and I look forward to every upload. Keep up the good work mate!
Please do the history of the PEKKA - it's a struggling card, but one of the most recognizable cards in Clash Royale. It deserves its own video!
I use pekka regularly, it doesnt seem like it could be bad
@@LucyWest370 well in top ladder and grand challenge it doesn't seem like pekka is too popular, definitely shows up a lot in lower arenas for sure, in lower arenas pekka is a lot more popular
I see pekka quite a bit, it hasn't been consistent, but lately I usually see at least one pekka deck per play session
@@thomasdevlin5825It’s me. I’m the PEKKA player.
@@greyberger8776It's a beast in midladder, especially when everyone is using megaknights where it could get hard countered by it
2nd worst building is twitter hq
Actually worst building ever to exist in the world
The actual 2nd worst building is EA Inc. main office
I mean brawl stars is still kinda good
1st are the twin towers
@@Torrables💀
Gratz never fails to fill us up with elixir
🤨
Same 😀
too relatable comment
ayoo pause
I go boom
I'm actually surprised you didn't mention when there's only one goblin, when your opponent is 1 level higher than the goblin hut, it would literally peform worse.
Why would it do that
Something I just came up with but might be interesting is to improve the building's overall stats, then make it spawn one regular goblin and one spear goblin per wave. I don't know how broken or weak this would be but it would make the card more versatile and not just a more expensive tombstone variant. It could even spawn a goblin and two spears on death like a micro goblin gang
I like the idea but people would hate it, it would make their most hated attribute better. They're hated for their easy free chip damage, adding a single goblin into it would make them chip more. I do think they should try it though because who knows maybe it'll work. It is the goblin hut after all, not the spear goblin hut
@@Slimerror maybe alternate spear and stab, so spear is less frequent
What about make it so that the spawners are unable to chip the tower when left alone, then buff something else?
Oddly, this video made me not only pick up clash royale for the first time in half a year, but I also started using and enjoying using goblin hut, lol
In the long run replacing tombstone with goblin hut is not a good idea but it's fun
Love your content Gratz I can tell you put a lot of work and time into them
Hello Gratz, the old Lamberjack profile was unique and better
Next : History of Clash Royale's 3rd Worst Building
you mean cash royale?.
Supercell headquarters
mega knight user’s house
Bro I love your videos so much your doing such a good job and I love how we finally have a CR TH-camr that isn’t just gameplay keep it up
wow very good commentary. It makes sense that you would know all this considering it is the only game you ever play.
Why didn't they ever try just 2 death spear goblins? They've done 0, 1, and 3 so 2 seems like a happy medium
The outro music has no business to be that beautiful and enchanting
In general I think the hut needs some more death goblins. Whether that's giving it 1 more, or returning it to 3 and nerfing how many goblins it spawns overall, I think the death spawn was good.
Gratz, It is lovely to see you do so many videos!
These videos are awesome, I'd love to see a Royal Recruits video. Keep up the good work!
This guy deserves 1 mil subs
Good stuff as usual, glad to see you're still going. Keep moving forward and keep doing good work 💪
I feel like if PEKKA’s speed was increased slightly, these cards would become meta again because they counter the meta. This is a perfect example with the log. The problem is trying to balance the card itself without balancing other cards. I don’t think that will ever happen.
The sequel we didnt know we needed
Goblin hut is literally one of my fav cards 💀💀💀 I don't use it but I just love it,and I also really like the spear goblins bc the sound they make while attacking is funny,and my opinion on cards in this game can be resumed to how fun or funny I find it lmao.
Finally, I love your videos ❤
The way I see it, a balanced spawner is a low usage one. 1-2 spawns can be disappointing, and 3 is just to much elixer value per spawn. If you lower its health, it just gets deleted by spells, win cons and a combo of both. It has a higher health, it becomes as consistent as other defensive buildings while consistently creating a consistent even, or positive elixer value on the board. So imo, a spawner can only be busted or garbage, and find a very small opportunity for an in-between.
There IS an in-between spot: a spawner that doesn’t chip the tower when ignored. At the moment, only Tombstone is in this spot.
I feel like the people that dont like spawners and that complain about it just dont want variety in their games, and cant understand anything beyond absolute meta
Spawners have also been meta and still get complaints
It is because spawners are unfun to play against. I remember playing in the spawner meta and it was genuinely the worst.
I'm not sure if ppl realize this, but CR has a lot of roots in it's design referenced from MTG, magic the gathering. In the end, certain cards will OP certain types of cards, and vice versa, it's the nature of the game.. I have my gripes with certain cards, but I learn how to deal with them. Ngl, a spwnr thru & thru, trust me it's no easy task, as I play with older cards below 'Hog Mountain'. Although my dex hasnt changed much, I adapt and improve with ever-changing metas and cards. I am +1 for an additional spear goblin with death or another entry for an evolution for buildings. Maybe spawning a brawler with 2 spear gobbies 😊 or different combinations.. btw, shout out to Gratz for the content🙏 truly gratzful.
POG, also nice new pfp just re-watching a video yesterday
Exelent videos, man. Watched all of them
As a long term hut user I think it's safe to say that the card is fairly underestimated these days, as it can fully counter almost every building targeting win condition if placed correctly, not only that but it also manages to counter whatever minitank applying pressure without taking too much damage forcing your opponent to spread their elixir reducing the chances for a counterpush, the biggest weakness it currently has is the tesla tower since it full counters with a +1 elixir trade, and tanking for the goblins doesn't work efficiently since the push will be too weak to reach tower I think if the tesla were to get a rework making it spawn over 9 tiles rather than 4, and having a 13% damage decrease, it would be more susceptible to earthquake, granted this will only allow the goblin hut to strive in a few selected decks I can envision it having around a 7-8% usage in top ladder, doing anything directly to the spear goblins will have dreadful effects on the metta making the goblin giant too powerful, another idea would be to allow the goblin hut to spawn troops a lever higher than the actual card, in this scenario you indirectly buff the spear goblins without affecting any other spear goblin cards
I thought about a unique rework idea for Barbarian Hut, Goblin Hut that will solve the "Tower Chipping" problem. all spawners would spawn their respective troops faster, but only if there is an opponent's troop in range (in a ~7 tiles radius). this will not allow spawners to do chip damage to the tower and will make them "bait"y (since the spawned troops will remain in the area and be spawned faster). This will make the Barbarian Hut great for Fireball bait deck and the Goblin Hut great for Log bait/small spell bait.
I never find spawners annoying, I like more deck archetypes, variety and different game-to-game dynamic
The gods blessed us with another Gratz Video. It must be a dream.
I've been sitting on this idea for a while ever since the goblin hut change, and my proposal is drastic but I think that's what this card needs.
Drop the elixir down to 4, have it spawn one goblin and one spear goblin at a rate of the duo for every 5 seconds, and have it's health decreased slightly. It can still get some chip, but also work well on defense.
but then it’s basically a worse goblin drill, so it would ruin the card
I dont even play CR anymore, but I just love your videos! Keep it up!
Something I kinda wish they would have tried is instead of having spawners (or at least the more expensive ones like the Huts) spawn units at regular intervals, they'd do something like replace the spawner card with its respective unit card while it's on the field and let you place them for free.
Giving the player control over when and where units are placed would make it a much more technical card, and cycling units to get the most value out of the building. They wouldn't just clog up a lane, and you couldn't place a half-dozen of them on the field at once, either. If you gave it a longer lifetime but retained the health, it could be a versatile defensive wall and an interesting long-term investment.
The only problem would be how cycle decks could exploit it to get insane value...I think maybe you could solve that with something like having the huts take a flat damage amount for every free unit placed and thus put a soft cap on how many units you could get out of one per placement.
in essence, spawners are basically elixir pumps but you dont get to choose how the elixir is spent.
They will spawn a bunch of units for you, unless they get spelled, then they'll only give you a few units.
The pump will let you play more cards, unless it gets spelled, then it'll only let you play a few more.
The way to balance the spawners is to make it so that when theyre not spelled theyre very dangerous, but when they are spelled they are very weak, so they fit into their archetype better.
What supercell has been doing is making is so that they still give value even after their counter is used and thats just no fun. A card whose counter just doesnt work is just broken and nobody likes that.
Tombstone is the only exception to this because its so low hp and low cost and not threatening that its not worth spelling so its not even really a bait card anymore its just a delayed swarm unit
barb hut spawns barbs, but not that many and even less if its countered. There isnt much disadvantage to leaving a barb hut on the map, so it doesnt do its one job of being a bait card.
the furnace spawns fire spirits, which tend to not give much value anyway since every deck carries a tank now, its not very valuable when its left alone and even less when its spelled
the goblin hut ironically is the spawner which is closest to its purpose, it will annoy you until it dies spawning quite a few spear goblins if you leave it alone, and spawning just a couple if you spell it.
lets consider pump this way too. the pump 'spawns' elixir, and if you leave it up its a big threat, and if you spell it, its barely worth it for the opponent.
the issue with the spawners rn is that they arent threatening at all when they arent spelled, and give too much value when they are spelled. They are fireball bait cards that allow you to build an advantage when they arent spelled. kinda like princess and firecracker, they get value by living longer. but its more like the spawners are like princess and firecracker but the cost more and do even less damage
Always a great day when I see you uploaded a new vid!!
Honey Wake Up, Gratz just Uploaded
In the initial days, it could double down as a defensive building as well. Nowadays, it is just a spawner building and this was what made it useless.
Boom Arena’s version of goblin hut is my favorite. The Faun Hut in that game isn’t really a spawner anymore, and is a defense building that functions similar to a tesla that doesnt go underground. It still has the death spawns and is a really strong card at 4 mana. You should try it Gratz!
That sounds interesting. Boom arena does seem to have good balancing takes on many Clash cards. I’ll give it a shot.
@@GratzClash if u give it a shot does that mean that you have played more then one game? In ur description it says u only play clash royale
I played it like twice when it was popular for like 5 minutes.😂
Keep up the great work man. Love the vids
I've recently begun including E Dragon in one of my decks and holy hell it needs an attack speed buff. Too many times I've seen it get taken out, or fumble an answer to Sparky because it took too long to lock on and get zapping.
I overleveled goblin hut and destroyed people for several arenas starting out (i was actuall ftp). I almost always built up 2 goblin huts in a lane and noone knew how to counter it
Old cards were made for meta so different from now. The more new unique cards are added the more the old ones would be either overpowered or almost dead because they cant find a place inbetween like 5 or 6 years ago
Love your content! You always make your videos super interesting and entertaining. I have watched them all, even multiple times. Hope you reach 200k soon!
A Gratz upload? Hell yeah.
There could be a balanced state if you spawned 1 of each. One Spear and on reg goblin could be interesting.
Finally after 1 month a new video
They could do something really different by making the hut cost like 3 elixer and then when you want a spear goblin you pay either 1 elixer or 0.5 elixer and then a spear goblin will spawn and you can do that every 1sec or so. This would also heavily increase it's skill ceiling and make it a more competitive card.
No thanks
Let's go your back I watched all your videos and I subscribed to you now.
How did it take me 9 days to find this masterpiece
Gratz, amazing video as always but there is one problem with your idea of how to fix the goblin hut by making it spawn normal goblins, it already exists, the drill is a goblin hut that spawns normal goblins😂
I don’t even play Clash Royale and you are 100% one of my favorite channels lol
You should make a video "Why the ram rider never be as good as the hog rider"
Flawless 👌 it's great to see you back, 🙌
Almost didn’t notice the upload due to the new profile pic. Honestly it’s not that eyecatching if you’d ask me. Great video as always tho.
Tbh i prefer the old pfp
This has ALWAYS been my favorite card in the game :)
Oh fuck yeah new Gratz vid lets gooooo
The idea of a 4 elixir goblin hut that spawns 2 regular goblins instead of skeletons sounds interesting to me
As a Spear Goblin and subsequent Goblin Hut lover (pushed from 4k to 9k using primarily Spear Gobs + Gob Hut and run one or the other in most of my decks today), I think it getting 2 Spear Goblins on death and a minor HP buff would be great, but one or the other would be more healthy. I totally disagree with the rework to make it spawn Goblins instead of Spear Goblins. It would undermine it's history, current functionality, purpose, and visual design.
man I just love the hollow knight music in the background, really gives me the chills
love ur content btw, keep it up brother
I would love history of the fisherman, since it's my favorite legendary card with what I believe the most skill needed
Love your videos despite my love for CR dying so far as of 2023z
I would love to see the clone spell history, I think it will be interesting and clone is also a very niche and unique card
Seeing the initial part of the range buff unlocked trauma I still have not gotten over
As someone who has been playing since the beta and still strongly believe that OG spawners are the most OP cards of all time, I think there’s a place for them in the meta. A total rework, making it 4 elixir but being destroyed completely by a fireball could work. Make the initial spawn instant and keep the 1 death spawn, it would be okay. An “even” trade for fireball, but now you have to deal with at least 4 spear goblins. So any “positive” trade you got for destroying it on spawn, is now equal or negative by dealing with the goblins that still do spawn
I like spawner decks for one gamemode: 7x elixir. Spamming every spawner, mirror and clone overhwelms them
As someone who has been using Goblin Hut since the beginning, it's a lot stronger than where it use to be. The chip damage puts pressure on the opponent. But I would honestly say the card works best in swarm decks. It bolsters numbers, counters some strong pushers if placed right, and puts pressure on one side for you to either go full in with or attack both sides
Why did you change your profile picture?I loved the lumberjack😢
I think it should reworked into having 3 death spawn goblins but total goblins spawned be 9 and spawns 2 goblins every 11 seconds.
I thought someone was stealing your videos when looking at your new pfp lol
It's a good day when Gratz uploads!
I really can’t explain why but since the game came out and up to 2019/2020, I played the exact same deck (goblin hunt, valkyrie, goblin barel). I did few changes over time when new card came out (spear goblin to princess, arrows to log and goblin to goblin gang) but the idea of chiping the tower during the whole game stayed the same. I never really saw a meta including my deck (even if it was kind of a log bait) but I managed to climb pretty high in my country with (the system of legendary trophies was different from now). So goblin hunt is a must have for me even if now it’s not really popular.
This video was so good i forgot i absolutely despised the goblin hut!
I always thought it would be interesting if the huts spawned 1 unit of that type, when a card that spawns troop (at the spawner) but then again that would probably be frustrating to play against. Short duration building that needs you to cycle a lot seems annoying as well
Love the content man
You changed the profile pick nice
i honestly love spawners. It reminds me of the fun my friends and I used to have in 2v2 using only spawners or some other shitty trolly deck it just reminds of good times or the one card glitch
Looking forward to the RG video
Imagine it spwaning 3 stab goblins, 2 spear goblins, 3 stab goblins and on death it is dart goblin. Unusual cycles
0:06 i wonder what card that is
I think the goblin hut can be both spear goblins and goblins. Alternating between the two would very interesting. I don’t think I would use it tho
U should make a video talking abt the game's release, its updates and how hyped ppl were before the release
Personally I'd love to see the spawn rates depend on how close to the bridge the area placed. That way you can't get free value from the back, but placing them in the front is risky yet rewarding.
As someone who has never played Clash royale, they should make the Goblin Hut instead spawn Goblin Gangs. This a wholey balanced idea that has no downsides whatsoever.
(Joking aside, maybe making it spawn 2 regular goblins and 1 spear goblin could work? Like a half-gang of mixed units, which would still fit the naming scheme. That would adress the chipping issue without entirely destroying the original card.)
Its weird for me, being a massive fan of goblin decks, but I acknowledge that the goblin hut has never been a card players are ok with seeing competitively. I think the card needs a rework but not to spawn regular skeletons as that might cause the card to disappear entirely due to just being a more expensive goblin barrel. I think the main issue with the card is the way supercell is balancing the spear goblins it spawns with the actual stats of the building itself. What i think they should do is buff the spear goblins without making drastic changes to the hut. I previously accurately predicted the required buff needed to make sparky a viable card without being broken and i'll say this about the goblin hut: buff the death spawn to spawn 2 spear goblins but also nerf each wave to spawn only 2 spear goblins while also making the spear goblins be able to guarantee hit the tower once even after damaged but for a bit less damage. Basically, this would help all spear goblin related cards with doing chip without making the amount of chip unbearable. It would also make the building a bit better defensively without giving it too much value.
Boom Arena (yes I know) had a good idea to only spawn goblins upon breaking, before that, it acts as a spear goblin tower, with 3 spears thrown at the same rate it would if there were goblins
Imagine a spawned deck nowadays with tombstone, Barb hut, goblin hit and furnace.
@Gratz Since you've covered two of the spawning buildings, I'd love to see histories on the other buildings. I'm partial to the tesla but the history of all the other buildings sounds rather interesting.
14:55
Priceless.
I really like you video, keep going 👍👍👍
Minor editing error, ruined my watching experience, absolutely unwatchable (20:16)