early opinion about the goblin hut rework
the goblin hut rework it's a great change, as it takes away the core problem of spawners while it keeps the identity. Spawners are building which spawns troops and the value of the spwaner comes from the units and amount it spawns, the problem has been that they spawn the troops overtime and it has allowed them to be used an offensive card that pressures the opponent as long as it lives. this ability to passively chip down tower has been the reason that they have been killed in the game.
this rework takes that problem away, goblin hut will only spawn goblins if they are on their range, but with skill you can get more value than you could with the original hut. in theory, goblin hut can be active for all 30 seconds and the spawn interval is 1,7 seconds. the math says it can spawn 17 goblins, which turns 18 when you add the death spear goblin and it's more than 10, the amount gob hut spawns right now. but remember, this in theory, in practice it will take skill to make sure those 17 goblins spawn.
it's an almost perfect rework and i say almost because there is something i don't like, the elixir cost + hp buff combo. any of them on their own would not have made me race an eyebrow, but together they will make the hut OP. the gob hut recieved an hp buff of 54%, which seems fair, until you realise that it has the same HP as mortar, and mortar survives lighting with plenty of health to spare. not being hard countered by lighting and costing 4 elixir will make it a nuincance for everyone because you can't spell it away at all. if you asked me, i would just make it 5 elixir and add 2 more death spear goblins as a compensation.
Posted May 5, 2025, 12:35 AM UTC