I share the sentiment, i can’t reasonably understand some releases with some logical perspective except by some basic math behind the numbers of stats on a card based on the rarity and that’s it.
I mean, we won’t see a basic Rare troop having more Attack, Magic, Life and Armor than a basic Epic, but that’s it.
After the numbers are checked they go for spell and traits and that’s where some stuff gets… weird…
I believe they have a fairly good sense of how much value some traits and effects have on their own, but then, when something entirely new is planned i’m not so sure about their evaluation methods…
Take Wisp’s case for example, he is quite recent if we ignore “last year” jokes, and i can see they went with an approach deeply rooted in the lore of such mischievous creature. Ok that’s great in overall, and i’m really fascinated everytime they find a way to “translate” a piece of lore so well using just the core game mechanics. Really, it’s amazing! But… on this case i think they underestimated, heavily, the value of Charming.
Charming is powerful in any level range, mostly because it preys on the player’s own progress and stats buffs to attack that were supposed to be an advantage. So it basically doesn’t matter if your Wisp is weak, it just cares if the enemy is strong, something that everyone pursues… The effect literally punishes you for doing the best you can.
TLDR: They need to make better evaluations before each release, specially when creating new troops and spells or traits, as even spells with basic/core effects/mechanics can be overpowered to certain rarities if they don’t have a good evaluation system.