Well, Clashers,
It seems like Supercell has been keeping a much closer eye on our feedback lately – and this time, they’ve acted fast. The Druid, which recently skyrocketed in popularity after the recent Update that nerfed the Root Rider and Hero Equipment. Unlike the long, drawn-out saga with the Root Rider (remember that endless wait?), the Druid nerf came much quicker.
Let’s dive into what this means for your army and why we should give Supercell some credit for this timely change.
Supercell Finally Listening to Players (Quicker Than Usual!)
This time, Supercell didn’t sit on their hands for months. They watched as the Druid’s stats and hit rates started taking over, and unlike with the Root Rider (where we all practically begged for a nerf), they stepped in sooner rather than later. The Druid had quickly become the go-to troop for healing through any high-DPS base, and Supercell wasn’t about to let this new powerhouse dominate the game for too long.
It’s almost like they’ve got a hotline for player feedback now (finally!), because this balance change hit the servers faster than we expected.
▶️Druid Balance Changes: Supercell Hits the Brakes
Here's a video, if you wanna watch, that says it all about the Druid Balance Changes.
MASSIVE DRUID Nerf: Are HEALERS or DRUIDS Stronger Now?! Clash of Clans Balance Changes
▶️ The Druid has received one of the biggest nerfs ever, and today Hooked will talk about both the nerf and also which of healers and druids is better post update.
The Druid is getting a serious downgrade in two key areas:
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Healing Power: The healing per second is being slashed nearly in half. At max level, the Druid goes from 180 down to 80. That’s a huge hit, and we’re going to feel it.
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Bear Form HP: Evolved Druids used to be able to tank a crazy amount of damage, but now their HP is getting cut by 50% across all levels. No more watching your Druids shrug off heavy fire while keeping your army alive.
Troop | Troop Level | Healing per second | Healing per second NEW | Evolve time sec | Evolve time sec NEW | HP | HP NEW |
Druid | 1 | 110 | 65 | 30 | 25 | - | - |
Druid | 2 | 120 | 70 | 30 | 25 | - | - |
Druid | 3 | 130 | 75 | 30 | 25 | - | - |
Druid | 4 | 140 | 80 | 30 | 25 | - | - |
Bear | 1 | - | - | - | - | 3800 | 1900 |
Bear | 2 | - | - | - | - | 4000 | 2000 |
Bear | 3 | - | - | - | - | 4200 | 2100 |
Bear | 4 | - | - | - | - | 4400 | 2200 |
This is a big change, and it’s bound to shake up how many players approach their attacks. But here’s the good news: Supercell didn’t take months to address it this time.
Why Was This Druid Nerf Needed So Fast?
The Druid came into the spotlight recently, and players quickly realized that it was borderline broken – healing through even the toughest defenses like it was nothing. After the nerf to Root Riders and hero equipment, Druids became the go-to choice for players trying to squeeze extra healing into their attacks.
But instead of waiting forever (like with the Root Rider), Supercell saw the data and made a quick call. They’re getting better at reacting to our feedback, especially when it comes to hit rates and overpowered troops. It’s refreshing to see them step in quickly before things got out of hand. Could this be the start of a new trend? Here’s hoping!
Are Druids Useless Now?
If you’ve been relying heavily on Druids, especially in combo with super witches and rage spells, you’re going to notice this nerf right away. The healing power drop is substantial, and it means your army won’t be as invincible as it used to be. Tanking damage with Druids is no longer a guaranteed strategy.
But here’s the thing: Druids aren’t useless now. They’re still solid healers, just no longer the game-breaking force they were becoming. You’ll need to tweak your approach, maybe relying more on other healing sources or diversifying your troops to cover the drop in healing power.
Healers Could Be the Key
If the Druid nerf has you worried, there’s always the good old Healer option. While healers don’t pack the same punch as pre-nerf Druids, they offer consistent healing, and you might be able to mix up your army composition to get even better results.
In fact, swapping out Druids for healers could free up some space in your army, allowing you to bring an extra Super Witch or another heavy-hitting troop. And who knows, this could lead to new strategies that make your attacks even more flexible.
Supercell’s Quick Response: A Breath of Fresh Air
It’s worth acknowledging that this time, Supercell didn’t drag their feet. Unlike the Root Rider nerf (which took what felt like forever), they’ve been quicker to address the power imbalance with the Druid. It’s great to see that they’re taking a more proactive approach to balance changes, especially when troop power gets out of hand.
This rapid response shows that they’re paying attention to player feedback and aren’t afraid to make adjustments sooner than we’ve seen in the past. Let’s hope this sets the tone for future changes and keeps the game balanced in real-time.
Conclusion: Time to Adapt (Again!)
So, what’s the takeaway here? The Druid nerf is definitely going to shake things up, but that’s part of the fun of Clash of Clans – adapting and evolving your strategy with each new balance change. And while the Druid isn’t the powerhouse it was just a short time ago, there are still plenty of ways to make your attacks work.
Let’s give Supercell a nod for listening to us and reacting quickly this time. Now, it’s time for us to get back to the drawing board, rethink our strategies, and keep clashing with new tactics in mind. Who knows? This nerf might be the spark that leads to your next favorite army composition.
Here’s to Supercell staying on top of things – and to all of us getting back out there and finding new ways to dominate!