Clash Royale Self destroys your King Tower. A time saver for both players during useless games. |
- Self destroys your King Tower. A time saver for both players during useless games.
- This perfectly synced double goblin barrel my friend and I did by accident
- 2v2 Dart Goblin has ended but what do you guys think about the challenge? (Art by schneiderpox)
- New Token Exchange Tab
- Pro tip: If the opponent plays Pekka in the same lane as your giant you can pull it with miner
- I know nobody cares, but after a lengthy grind I finally joined the club.
- I must say.. It's the first time I see Sparky killing both princess towers
- My first 3 crown draw in triple elixer
- This extremely close game
- [Humor] Anyone agrees?
- Weird Inconsistency w/ Shields. All shields were made to be equal some time ago. However, fully leveled RR have 1 point of shield health more than DP. Not game breaking, just an interesting bug.
- Season Quest doesn’t make sense. How can I request 5 common cards from clan members if Im maxed out in all common cards!
- Showed Ram Rider in the "Next" slot when I already had her in hand.
- 2.3M a day and we haven't had a good update since leagues were added
- Accurate representation of matchup in app store
- How the heck does he have sparky!!!!!
- Most terrifying experience in 2v2 triple elixir
- What am I suppose to do?
- Bat's...
- Made it to top 10k as F2P! This is the deck I used
- Shortest love story ever..
- Analyze of Elixir Golem and Possible Nerf/Rework
- [EFFORT] Elite Barbarian Rework That Actually Works.
- Three Crown Draw in 3x elixir with rocket cycle
Self destroys your King Tower. A time saver for both players during useless games. Posted: 18 Nov 2019 12:46 PM PST
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This perfectly synced double goblin barrel my friend and I did by accident Posted: 17 Nov 2019 09:51 PM PST
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2v2 Dart Goblin has ended but what do you guys think about the challenge? (Art by schneiderpox) Posted: 18 Nov 2019 03:57 AM PST
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Posted: 18 Nov 2019 11:17 AM PST
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Pro tip: If the opponent plays Pekka in the same lane as your giant you can pull it with miner Posted: 18 Nov 2019 06:56 AM PST
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I know nobody cares, but after a lengthy grind I finally joined the club. Posted: 18 Nov 2019 06:15 PM PST
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I must say.. It's the first time I see Sparky killing both princess towers Posted: 18 Nov 2019 02:09 AM PST
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My first 3 crown draw in triple elixer Posted: 18 Nov 2019 08:26 AM PST
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Posted: 18 Nov 2019 04:43 PM PST
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Posted: 18 Nov 2019 06:02 PM PST
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Posted: 18 Nov 2019 12:13 PM PST
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Posted: 18 Nov 2019 03:46 AM PST
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Showed Ram Rider in the "Next" slot when I already had her in hand. Posted: 18 Nov 2019 01:12 PM PST
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2.3M a day and we haven't had a good update since leagues were added Posted: 18 Nov 2019 03:02 PM PST
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Accurate representation of matchup in app store Posted: 18 Nov 2019 01:55 AM PST
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How the heck does he have sparky!!!!! Posted: 18 Nov 2019 04:54 PM PST
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Most terrifying experience in 2v2 triple elixir Posted: 18 Nov 2019 01:54 PM PST
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Posted: 18 Nov 2019 04:51 PM PST
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Posted: 18 Nov 2019 10:02 AM PST
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Made it to top 10k as F2P! This is the deck I used Posted: 18 Nov 2019 07:35 PM PST
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Posted: 18 Nov 2019 07:45 AM PST
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Analyze of Elixir Golem and Possible Nerf/Rework Posted: 18 Nov 2019 02:15 PM PST Every since release, the elixir golem has been a very oppressive card with a broken concept. Although the card technically cost 7 elixir in total, it puts the opponent in a great elixir disadvantage while defending the entire push, only giving them back the elixir after their tower is badly damaged or destroyed. Although I have only been around 6.1 and 6.3k trophies range, I have analyzed elixir golem enough to see a few aspects of it that makes it very oppressive to play against. The first aspect of the elixir golem that makes it oppressive is the initial elixir cost. The elixir golem only cost 3 elixir to play. Even though it gives back 4 elixir after the blobs are killed, it still puts the opponent at a disadvantage for the entire push. The main problem with most heavy beat down deck like golem is the fact that it requires a lot of elixir to play and need elixir management or else you will get destroyed. But the card being only 3 elixir to play means that you can invest a lot more into support cards without any elixir management. The main threat from golem beatdown isn't the golem, but the support cards behind the golem. Because the elixir golem cost only 3 elixir, it allows your opponent to spam a lot more support cards at your tower while your defending cards get killed by the support cards or spells. So even if you get 4 elixir back after killing the blobs, your opponent will often times still have enough elixir to use lightning or executioner to kill all of the defending cards that you play, completely negating your elixir advantage. The second aspect that I see is the fact the golemites and blobs just do too much damage. When an elixir golem splits, its health splits evenly in half between the 2 golemites and again for the 2 blobs Example, one elixir golem has 1,843 HP, when split, each golemite has half of that, or 921, and the blobs are half of that at 460 But when it comes to damage, it doesn't work like that, although the damage is halved, the attack speed of the golemites and blobs get a lot faster, so the DSP of the spawns greatly increase One elixir Golem has a DPS of 153, but the 2 golemites becuase they have an attack speed of 1.5 has a combined DPS of 204 and the blobs have a combine DPS of 304 So the DPS of the blobs effectively doubled the initial DPS of the elixir golem Rework Ideas From this analyze, I propose a rework of several of the E golem's features to make it Viable but not as oppressive First increase the cost of the E Golem from 3 to 4, and make the golem and golemites give back 1 elixir when popped rather than the blobs With this change, the E-golem will only give back 3 elixir rather than 4, but cost 1 more elixir to play, so the "net cost" of elixir Golem is still 7 elixir. This is so that you will have to invest more elixir into the E-golem to play and so you will have a little less elixir on hand to spam support cards behind the golem, or spells. Also making it so that the Goelm and golemmites gives back 1 elixir rather than the blobs means that your opponent will have a lot more elixir sooner to defend rather than after their tower is already gone. The second change would be to standardize the hit speed of the elixir golem and spawns to 2 seconds because it makes no sense that the blobs are dealing 2 times more damage than the golem itself . To compensate for these big changes, they should reverse the 10% HP nerf on the golem These are just my ideas, and anyone is free to comment and improvise on them [link] [comments] | ||
[EFFORT] Elite Barbarian Rework That Actually Works. Posted: 18 Nov 2019 04:01 PM PST Half of the reddit community seems to have given up on the Elite Barbarians being reworked because it seems like it can't be done and might as well leave them dead so you don't have to face them. Alas, I present to you a change that actually works! I have thought about this change for a while but didn't want to make a post and get all that hate up in here, but then I saw this post by @Mew_Pur_Pur and it inspired me that my theory might be worth convincing this community. In the post he explains that due to the fact they are 2 count, the most likely answers to reworking them is 1.) Making more defensive or 2.) Reducing Elixir cost. The proposed change detailed below goes with the theory of making them a defensive unit. Current Elite Barbarians:
Proposed Elite Barbarians:
Before you go post "shit idea! This just makes them OP, all you suggest is buffing all stats in exchange for slowing speed?!?!", let me provide you with a couple reasons, explanations of counters, and explanations of uses. Reasons for change: Elite barbarians are described as toxic over and over again due to only being useful when overlevelled and due to them being too hard to distract with very fast speed & one barb being pushed to the outside. This change creates a role for Elite Barbarians, which I think is a very important part of a rework. The Ebarbs now fill a role similar to that of a Pekka, or Sparky, or maybe Royal Recruits. They are used as defensive tank killing units with a counterpush potential. They have the DPS of a Pekka, rocket bait of a Sparky and split-lane of Royal Recruits. They maintain the hitspeed of a standard Barbarian as opposed to the Pekka/MiniPekka making them a tad more intuitive and consistent with the Clash Royale world. Being a slower unit makes them easy to deal with, negating the oppressive overlevelled situation and being too hard to distract phenomena. Without these issues, they need to be buffed enough and fit a role to see gameplay in Challenges. Potential Uses:
I can see them being used in multiple archetypes from Pekkas role in Bridge Spam, to a new style Xbow deck, to a split lane Royal Hogs or 3M deck. These bad boys offer the defense of a Pekka with a tad more versatility, and at 1 elixir less! How could they not be good? I guess now the question is, is this a crazy buff like that Witch got?!?!? Potential Counters:
Being slow these units are inherently easy to deal with. Being slow makes them not very good at the bridge, particularly since they are not a building targeting unit. This means most often they are played in the back. This creates juicy opportunities for spell damage and if they are split, then they are actually pretty easy to deal with. Think about how easy a Mini Pekka is to deal with, no imagine if it was slow. Obviously this would just be a first run at the idea and they could be tweaked with nerfs/buffs in testing. Notable Interactions: 1 EBarb kills with;
Does not kill bomber with 1 swing.
Does not kill royal hog, hunter, night witch or witch with 2 swings Thanks for reading my blab, I spent too much time not working at work. [link] [comments] | ||
Three Crown Draw in 3x elixir with rocket cycle Posted: 18 Nov 2019 04:33 PM PST
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