With all due respect, RR2 is NOT a Massive Online Battle Arena (MOBA) game like Dota 2 or League of Legends. In MOBA, nerfing stuffs is very normal in the name of balancing since all heroes can basically be used for free (at least for league, I don’t play Dota 2, used to play Dota 1) so players will incur no losses except for time invested practising those nerfed heroes when there are better heroes to play.
However, for RR2, just because a pal/unit/spell is strong doesn’t mean you can nerf them to oblivion. If that’s the case, before you even release those “overpowered” pal/unit/spell, you should test it first to see if it’s indeed overpowered rather than waiting for players to spend a fortune and time on them only to reverse all their efforts in the name of “balancing”. Although they are still usable, but them being much weaker than before and all those resources invested into them, is definitely not fun. This is real money we are talking here.
A better approach in my humble opinion, rather than “reversing” all the efforts done by players is to buff defence like you had done. If it’s not enough, then buff more, ex: LT +1k damage (ok maybe too much but you get my idea) rather than nerfing. Maybe allow 2 beasts to appear or even 3. Rather than nerfing AKA reversal of efforts since this is NOT a MOBA game.