• Breaking News

    Sunday, October 20, 2019

    Clash Royale i am speeeeeeeed

    Clash Royale i am speeeeeeeed


    i am speeeeeeeed

    Posted: 20 Oct 2019 02:05 PM PDT

    This subreddit rn

    Posted: 20 Oct 2019 04:20 AM PDT

    Idea for fisherman star lvl. 2

    Posted: 20 Oct 2019 07:42 AM PDT

    Be careful what you wish for!

    Posted: 20 Oct 2019 02:15 PM PDT

    Worst premature celebration ever :(

    Posted: 20 Oct 2019 02:14 PM PDT

    Shoutout to supercell for returning my lost dart goblin after i messaged the support❤

    Posted: 20 Oct 2019 12:08 AM PDT

    Goblin crying emote concept

    Posted: 20 Oct 2019 04:22 PM PDT

    Petition to make this cost gold or less gems, a cosmetic change shouldn’t cost this much

    Posted: 20 Oct 2019 08:04 AM PDT

    [Idea] Rebel - a teenage archer who doesn't move. Yells "It's just a phase, mom!" after death. Happy Spooktober!

    Posted: 20 Oct 2019 09:24 AM PDT

    Clan chat savagery

    Posted: 20 Oct 2019 07:04 AM PDT

    Not OP, just meta.

    Posted: 20 Oct 2019 04:30 PM PDT

    My best Double Lightning Double Miner Block I’ve ever done.

    Posted: 20 Oct 2019 09:36 PM PDT

    Um giant?

    Posted: 20 Oct 2019 06:22 PM PDT

    3 crowing a 2v2 match should give 4 crowns instead of 3

    Posted: 20 Oct 2019 08:19 AM PDT

    Matchmaking at its finest

    Posted: 20 Oct 2019 08:19 AM PDT

    I wonder which one I should choose...

    Posted: 20 Oct 2019 06:44 AM PDT

    I’m getting Vietnam flashbacks credit to kull-clash royale

    Posted: 20 Oct 2019 09:48 PM PDT

    Thoughts? I think it’d be pretty cool to have these rascals girls by themselves. I personally love them without the male. Just a rough draft, elixir & stats would have to be thought out :)

    Posted: 20 Oct 2019 09:11 AM PDT

    Fire Spirit: "Looks like I'm needed ooooovvvvveeerrr here"

    Posted: 20 Oct 2019 06:04 AM PDT

    [Effort post] Design behind Elixir Golem

    Posted: 20 Oct 2019 03:25 PM PDT

    Elixir golem is a 3 elixir card that gives 4 upon defeat. it makes it technically worth 7 elixir. it has 3 forms: Golem, golemites, blobs. the way this works together is what is important to know, as it will allow you to counter Elixir golem effectively. how you should counter Elixir golem is to attack its support units first, then attack it. by doing so, you can secure the elixir golem's elixir, protect your tower, and set up a counterpush with remaining defending units. if you try to fight the elixir golem first or at the same time, you will be overrun with threats and lose your troops and tower.

    this is the strategy because Elixir golem's first form is the most harmless, and its last form is the most lethal. the first form is comparable to a more expensive ice golem, which means you can ignore it for the time being and focus on its support troops. this effectively means you currently have an elixir advantage when it is in this state, such as your opponent put down a 3 elixir harmless tank and has 7 elixir worth of support, while you have 10 elixir of defense. when it is popped, its second and third forms are when it activates its 4 elixir advantage state. that is because the 4 elixir the blobs have is what you don't have. now, these bubs will become a threat to your tower compared to the initial elixir golem because of their faster speed and higher damage output. so, if you pop it while their is still support on the field, you will have to deal with double threats, and won't have elixir to deal both at the same time. either the support will shred all defending troops focused on the golem and blobs, or the popped elixir golem's blobs will get massive damage while you kill off the support. if you kill the support first, you can then set up a push with the elixir the blobs give you and your remaining troops, all while maintaining a healthy tower.

    by looking a the stats you can realize this truth

    Elixir Golem: *3 elixir, Upon defeat gives 4, techinically 7. *3 forms: Elixir Golem, Elixir Golemites, Elixir Blobs all target buildings. initial attack speed comparable to a rascal girl or golem, which is one of the slowest. Elixir Golem: 1408 hp 211 damage 105 damage per second 2 second hit speed slow movement speed melee range: short Comparable dps to a barbarian Elixir Golemites: 704x2 hp 105x2 damage 70x2 damage per second 1.5 second hit speed medium move speed melee range: short collective hp: 1408 collective damage: 210 collective dps: 140 comparable dps to a dart goblin Elixir Blobs: 352x4 hp 52x4 damage 52x4 damage per second 1 second hit speed fast move speed melee range: short collective hp: 1408 collective damage: 208 collective dps: 208 comparable dps to two rascal girls 

    Elixir blob is not about doing punish plays if they play him in the back, but rather do a counter push as your punish play. with the elixir the blobs give you, you can set up a strong counter push, be it split lane or all in one lane.

    Eixir blob was designed in a way to put a twist on how we play offense and defense. it isn't just another goblin giant, golem, royal giant, or giant.

    Now i can't deny if it is too powerful, but i can tell you there is a very clear counter play to its elixir abilities.

    submitted by /u/NOOBERSAYLOL
    [link] [comments]

    In response to telling my clan that I hoped they made good decisions this weekend...

    Posted: 20 Oct 2019 04:41 PM PDT

    Elixir Golem's design makes balancing options way too limited. He will be broken or underpowered, nowhere in between.

    Posted: 20 Oct 2019 06:41 AM PDT

    "A 3 elixir golem! It gives the opponent 4 elixir... after they lose their tower!"

    Now I've heard some people talk about how Elixir Golem doesn't belong to the game. I can somewhat agree it doesn't in its current state, but in my opinion the mechanic belongs to CR However, the team needs to first get it straight.

    At its current design, the Elixir Golem has weak stats. He splits into two parts with halved stats but faster movement and hit speed, and those two parts split into two more. Because of these splits, the elixir that stays on the battlefield is pretty much locked to 4.

    So to sum the costs of the card right now. It initially puts you at a 3-elixir disadvantage, eventually puts you at a 7-elixir disadvantage, and its beneficial mechanic is supposed to make it worth less than 7. Let's compare the stats to Golem for a moment.

    + more overall damage

    - No death damage

    - Same total HP as Golem but without golemites

    = Weaker against splash, but stronger against single-target.

    Overall seems fair for a 7-cost in itself, when it should be around 6, but even then the mechanic would become a grudge.

    You see, assuming EGolem is worth 6 elixir, then playing it is instantly like being +3 elixir forward from the opponent. In comparison, for the whole 70sec EPump is alive, it generates +2 elixir. However, when the blobs die, it drags you back like you made a -1 negative trade. The amount you are pushed forward is too much that it's completely safe to start with a blown out EGolem push and take a tower, and all that's left is defend from a small 1-elixir negative trade that your opponent's struggle to defend the push at low cost would possibly no longer have.

    Increasing the cost won't help. It would make EGolem pushes harder to make big, but the underlying issue is how impacting the elixir mechanic is. Increasing the cost means that EGolem would bring more impact on the battlefield. More of its broken impact. Blobs need to be reduced to 3 or 2 and work from there.

    But the current design is very limited - the two splits mean that the elixirmites phase should be removed, should less blobs. But are three units in one card necessary either way? No. It doesn't even make sense that a card costing 3 elixir would somehow return more than 3.

    Unfortunately, Night Witch's buff also came round with EGolem's "release" and the two work really well together.

    Basically:

    • The mechanic is WAY TOO IMPACTFUL
    • It breaks the first and second laws of thermodynamics

    Solution

    This is the balance I came up with - you remove the Elixirmites phase, and the Elixir Golem directly splits into three blobs with 1/3 of the stats. Also alter some stats to keep him balanced. Something like this!

    [ The unnecessary tile ] Before After
    Elixir Golem hitpoints 1408 1800
    Elixir Golem damage 211 240
    Elixir Golem speed Slow (45) Slow (45)
    Elixir Golem hit speed 2.0sec 2.4sec
    Elixir Golemite count 2 0
    Elixir Golemite hitpoints 652 -
    Elixir Golemite damage 105 -
    Elixir Golemite speed Medium (60) -
    Elixir Golemite hit speed 1.5sec -
    Elixir Blob count 4 3
    Elixir Blob hitpoints 326 600
    Elixir Blob damage 52 80
    Elixir Blob speed Fast (90) Fast (90)
    Elixir Blob hit speed 1.0sec 2.4sec
    Overall hitpoints 4224 3600
    Initial cost - Final cost 3 - 7 3 - 6
    Overall DPS 105-140-208 100

    What do you think about EGolem, what would you do to re-balance him?

    submitted by /u/Mew_Pur_Pur
    [link] [comments]

    I haven’t played ladder in months. Should I feel bad?

    Posted: 20 Oct 2019 05:34 PM PDT

    I've used Cannon Cart in my random, non-meta non-archetype deck ever since it was released. Through it being good and bad. It's always been an underrated pick. It's in a REALLY good balance place right now, I suggest people give it another try! :)

    Posted: 20 Oct 2019 04:24 PM PDT

    No comments:

    Post a Comment

    Fashion

    Beauty

    Travel