• Breaking News

    Sunday, December 22, 2019

    Clash Royale Clash Royale: Tokyo Drift

    Clash Royale Clash Royale: Tokyo Drift


    Clash Royale: Tokyo Drift

    Posted: 22 Dec 2019 12:02 PM PST

    Why does everyone ignore me in 2v2 chat??? I just wanna talk

    Posted: 22 Dec 2019 10:44 AM PST

    Close victory, I suppose ��

    Posted: 22 Dec 2019 10:18 AM PST

    got ban for trying to get my account back��. clash of royale people please help

    Posted: 22 Dec 2019 02:17 PM PST

    New free gift! 10k gold amd 1 of each good token.

    Posted: 22 Dec 2019 12:01 AM PST

    [Idea] I can’t handle taunts well so I turned off emotes. Recently when watching a rep I found the opponent using friendly emotes throughout the whole game, and I felt if he’d knew I can’t see he won’t waste his time to see no response. TLDR: Idea to let player know if the opponent turned emotes off

    Posted: 22 Dec 2019 12:09 AM PST

    Apparently, I can't afford free donations...

    Posted: 22 Dec 2019 12:49 AM PST

    This is so annoying..i cant see the health

    Posted: 22 Dec 2019 06:13 PM PST

    [IDEA] New Card: The Scientist [CONTAINS GAMEPLAY, INFO IN COMMENTS]

    Posted: 22 Dec 2019 03:54 PM PST

    Do you ever just have a heart attack playing this game

    Posted: 22 Dec 2019 07:27 PM PST

    Petiton for a bowler buff. This card has been neglected for so long and i feel it shouldnt be, now i may be biased because i use him but that doesnt mean hes good. I have a few buff ideas in the comments if anyone wants to read them

    Posted: 22 Dec 2019 12:43 PM PST

    Any way to toggle on enemy's clan and trophy count? I couldn't see how much health the hut had left and it started to bother me. If there isn't a way to toggle it, maybe they could add this.

    Posted: 22 Dec 2019 11:14 AM PST

    home of the royal giant

    Posted: 22 Dec 2019 10:07 AM PST

    [EFFORT POST] (Part 4, December 2019) Necessary Additions, Fixes, and Balance Changes to make Clash Royale Better: Card Consistency Changes and “Optional” Card Changes

    Posted: 22 Dec 2019 11:26 AM PST

    ~Consistency Changes~:

    ~Musketeer~: Nerf HP to 590 (from 598)

    ~Explanation~: Just a very small Consistency Fix for Musketeer so her HP matches other Troops with that amount of HP. No Interaction Changes!

    ~Ice Golem~: Buff "Death Frost" Slowness Duration to 2.5 Seconds (from 2.0 Seconds), Buff HP to 1000 (from 992)

    ~Explanation~: The frosty third cousin to the Golem and Elixir Golem is still stuck to only Cycle Decks while also having some consistency issue with other "Mini Tanks". Slowness Buff is just a Consistency Fix to Slowness in general and the HP Buff is to make him a true "Mini Tank" (no interactions change); Nothing too major!

    ~"Optional" Changes~:

    ~Arrows~: Nerf Damage to 279 (from 303), Nerf entire Duration to 0.5 Seconds (from 0.4 Seconds)

    ~Explanation~: Arrows were used To be considered the absolute worst Spell in the Game after the Effect Spells, but it now is finally being used consistently and has its own niches to be considered a viable Spell. However, Arrows itself are not strong, the Cards that Arrows counters are now extremely weak (like Archers, Guards, etc.). This Nerf will still let it Take our Wall Breakers, but NOT completely Take out Guards and Archers (after my rework to them). The Duration Change is a Buff and Nerf: A tiny bit more Area Denial, but a Tiny chance for opposing troops to deal more damage. Like the change?

    ~Minions (and Mega Minion)~: Buff Range to 2.0 Tiles (from Melee Long/1.6 Tiles, call it "Melee Extra Long")

    ~Explanation~: Since the Melee Range Consistency Change Rework, all of the Minion Cards (Minions, Minion Horde, and Mega Minion), have dropped in Use and Won rates by a decent amount. This change is to buff Regular Minions (and Minion Horde) to make them more of a enticing option over cards like Bats or other cheap distraction Cards. They will get one more hit on the Princess Tower when left ignored and on some Troops like Musketeer. Simple changes.

    ~Giant~: Buff HP back to 3340 (from 3275)

    ~Explanation~: With the Elixir Golem now starting to Box Out Giant and even Golem, I think that Giant could use the little HP buff to make sure he does not get replaced completely. His original reason for the HP nerf was to nerf 3 Musketeers (when they were 9 Elixir with 1 Second Spawn Time Delay); since the 3 Musketeers are not as used anymore there's no problem with a small Buff to the original Tank of all Clash History!

    ~Inferno Tower~: Nerf HP to 1379 (from 1452), Buff Lifetime to 35 Seconds (from 30 Seconds)!

    ~Explanation~: This is just to be a small Rework to Inferno Tower so that is has better defensive value when waiting placed a little early, but worse when actually defending against a pushes Nothing too big; interactions remain the same mostly.

    ~Inferno Dragon~: Buff Damage to 35-352 (from 30-350), Nerf HP to 1024 (from 1070)

    ~Explanation~: Inferno Dragon has not been doing so hot (pardon the pun) in use and win rates, so a small Damage Buff That only changes his interactions with Skeletons/Bats (takes 0.8 Seconds to take out 1 Skeleton/Bat instead of 1.2 Seconds), though a tiny HP nerf will make it match his Baby counterpart to keep him balanced. I see it being a solid overall Buff to finally compete with his grounded counterpart.

    ~Electro Dragon~: Option 1: Buff Hitspeed to 1.9 Seconds (from 2.1 Seconds). Option 2 (Preferred): Buff Movement Speed to Fast (from Medium), Buff HP to 1024 (from 790), Nerf Damage to 96 (from 159), Buff Hitspeed to 1.9 Seconds (from 2.1 Seconds), Make the Lightning have a Delay of 0.5 Seconds between each hit (like the actual Lightning Card)

    ~Explanation~: The Electro Wizard's pet has had very low usage since other Cards took its spot as a great defensive push stopper. Though he has been used successfully in that one Elixir Golem Battle Healer Deck, it itself is very weak. The simple buff will make him stop pushes more easily while the Rework makes him much more reliant on his HP to deal Damage instead of just dealing big-ish Damage, and the Movement Speed will make him much more of a threat. The delay for the Bolts are to make the stun not as strong but still effective! I bet he will really shock the competition once he is being used again.

    submitted by /u/JCorby17
    [link] [comments]

    Always got your back!

    Posted: 22 Dec 2019 05:31 PM PST

    This is why you should never give up - when your opponent doesn’t have any direct damage...

    Posted: 22 Dec 2019 04:43 PM PST

    [Fanart] Battle Healer

    Posted: 22 Dec 2019 12:26 AM PST

    New Card Idea: Cyclops. A card with high damage that throws lightning, with reduced crown tower damage, that only targets buildings and tanks. Good offensive card and defense against giants, e golems, golems, lava hounds, x bows, and any big tank

    Posted: 22 Dec 2019 11:09 AM PST

    This got to be fixed man... the miner’s health bar denies players to see their tower health

    Posted: 22 Dec 2019 04:29 AM PST

    I was sick of losing to egolem, nw, edrag, healer so made this deck and went 12-0 in a classic challenge beat an egllrm deck 5 times. So satisfying, only my 2nd time getting 12.������

    Posted: 22 Dec 2019 07:37 AM PST

    Drunk Royale?

    Posted: 22 Dec 2019 11:23 AM PST

    [EFFORT POST] (Part 2, December 2019) Necessary Additions, Fixes, and Balance Changes to make Clash Royale Better: Card Buffs/Nerfs

    Posted: 22 Dec 2019 11:26 AM PST

    ~Buffs~:

    ~Archers~: Buff Damage to 90 (from 89, rounding Fix), Buff HP to 280 (from 252), Buff Range to 5.5 Tiles (from 5.0 Tiles), Nerf First Hitspeed (Whatever Speed needed to keep interactions mostly the same!)

    ~Explanation~: Archers have always been in a decent spot in the Meta for a while now, but due to the buff to Arrows, their only good Archetype: X Bow Cycle, is not really in A good spot (even if I despise X Bow). The Archers are Laking the HP, Damage and Range they need to not only make X Bow good again, but also make them stand out between other ranged Cards. The Damage Buff finally allows them to 1 Shot Shieldless Guards, HP Buff Allows them to survive Arrows (if my nerf to Arrows Happens, and by only 1 HP), and the Range Buff Allows then to interact with enemies more often. The First Hitspeed nerf is to make sure most interactions (like hits on the Princess Tower) remain the same!

    ~Royal Recruits~: Option 1: Buff Damage to 110 (from 101). Option 2 (Preferred): Buff Elixir Cost to 6 (from 7), Nerf Troop Count to 5 (from 6), Make them be able to be placed in more areas (5/0, 4/1, 3/2, 2/3, 1/4,and 0/5 in the lanes), Buff Damage to 110 (from 101). Option 3 (Never going to happen, but let me say it!): Ask for it and I'll DM it to you... it's too crazy even for me!

    ~Explanation~: This group of Royalty Wannabes have had a very rough life since their introduction into the game. First the most OP card at the time, then the absolute worst in the Game, to not being extremely niche and useless except for Draft. The simple buff will make them one shot Spear Goblins and be able to take stuff out in defense more and the Rework makes them cheaper and can be placed in more areas, but sacrifices a Recruit. Which would you think is best?

    ~Goblin Giant~ (Thanks to u/Bo5sj0hnth1n3H4MM3R for this idea to rework Goblin Giant!): Buff Spear Goblin Count to 3 (from 2), Buff Range to Melee Long/1.6 Tiles (from Melee Medium/1.2 Tiles), Buff Damage to 167 (from 146), Nerf HP to 2000 (from 2616)

    ~Explanation~: The Goblin Giant has found a small niche for his jolly self in the Meta in Goblin Giant Sparky Decks, but he is now shafted for Giant and other Big Tanks like Like Elixir Golem because it synergized more with the old OP Fishermen. Now that it is nerfed, it's time for Goblin Giant to shine! The Range and Damage Buff makes him feel like he is hitting faster (since he already is faster than most Big Tanks) and the extra Spear Goblins help him out with taking care of small swarms easily! The HP nerf will make him easier to Take our overall; a mighty rework for the Mighty King of the Goblins!

    ~Fishermen~: Option 1 (Preferred): Buff Hook Range to 6.5 Tiles (from 6.0 Tiles), Ditch "Hook Slowness". Option 2: Nerf Elixir Cost to 4 Elixir (from 3 Elixir) Buff Hitspeed to 1.4 Seconds (from 1.5 Seconds), Buff Damage to 174 (from 160), Buff HP to 877 (from 800), Buff Hook Range to 6.5 Tiles (from 6.0 Tiles), Ditch "Hook Slowness"

    ~Explanation~: Maurice and his Fish friend are now in a not so good spot in the game due to their recent nerf, but we can definitely make him better without buffing him too much. The main Problem with Fisherman is that "it's not his broken stats, it's because of a broken mechanic" (some guy on the r/clashroyale subreddit Lol). But that person is right, his Hook was extremely strong and his actual stats are Average at best. My Suggested changes will make him a a little better at pulling Troops,but can't Slow them down anymore (Why does it even have the slowness in the first place?!). My other rework will rely on making Maurice have less reliance with his Hook, the Damage Buff allowing him to one shot Regular Goblins and overall take out stuff slightly faster, but with the reworked Hook Range and "Hook Slowness", it makes him weaker that way. But should he be 4 Elixir or 3 Elixir? Your Opinions?!

    ~Zappies~: Buff First Hit (anything at 1.0 Seconds or Faster, from 1.6 Seconds), Nerf Hitspeed to 1.9 Seconds (from 1.6 Seconds), Buff Damage to 72 (from 70), Buff Troop Count to 4 (from 3 Troops), Nerf Elixir Cost to 5 (from 4 Elixir)

    ~Explanation~: Not trying to hate on you Supercell/Seth, but... the bias you/your team has on Zappies should NOT be a factor for them not being Buffed by now: they need something! I remember you said that you wanted to make them more effective when splitting, so I proposed a Rework which makes them better at splitting and fixing their issues with stunning Troops while Nerfing them accordingly! I think this is the most realistic Change I made that is likely to happen and I agree that this would make Zappies a better Card without being Annoying and niche.

    ~Nerfs~:

    ~Night Witch~: Option 1: Nerf HP to 696 (from 750). Option 2 (Preferred): Nerf HP to 696 (from 750), Buff Damage to 285 (from 260), Nerf Death Spawn Count to 3 (from 4)

    ~Explanation~: The Night Witch has been a very complex card since her introduction into the Arena: First one of the most OP Cards in history, now only seen in Golem/Elixir Golem (and occasionally Giant) Decks. The Buff she got to her Original Death Spawn is nice, but that seemed to have made her a little bit on the stronger side of other Cards. This HP nerf is to make it consistent with the Witch (Dying to a Fireball plus Zap/Snowball). Or the small Rework I suggest will make her die the same as Witch, while being less reliant on her Bats and more reliant on her actual weapon. Other than that, I believe that she is Perfect; What do you guys think?!

    ~Elixir Golem~: Nerf Hitspeed to ALL Forms of the Elixir Golem to 1.5 Seconds (from 1.3), Buff HP to 1320, 660, and 330 (from 1267, 633, and 316), Buff Damage to 236, 118, and 59 (from 211, 105, and 52), Change the Elixir to be given when the Elixir Golem first splits into 2 Elixir Golemites (receive 2 Elixir) and when each of the Elixir Golemites split into Elixir Blobs (receive 1 Elixir per Split)

    ~Explanation~: This Card is still making a name for his gloopy self and is consistently considered the best Win Condition in the Game right now! The main issue with him is that you get the Elixir way to late when defending him and the rest of the push to really take advantage of it. What I suggest is making the Elixir easier to get for the defender so they can actually Defend Properly and counterpush. The HP and Damage Buff, along with the Hitspeed Nerf, allows this Gloopy beast to be strong in the Arena!

    submitted by /u/JCorby17
    [link] [comments]

    [EFFORT POST] (Part 3, December 2019) Necessary Additions, Fixes, and Balance Changes to make Clash Royale Better: Card Reworks

    Posted: 22 Dec 2019 11:26 AM PST

    ~"Conjoined Card" Reworks~

    ~Goblin and Spear Goblin Cards~:

    ~Goblins~: Nerf Hitspeed to 1.2 Seconds (from 1.1 Seconds), Buff Damage to 110 (from 99)

    ~Explanation~: The Goblins have never really been a part of the Meta because of other Cards taking their Place: Skeletons are cheaper and do almost the same thing, Guards are Spell Resiistant (albeit still on the weaker side), and Goblin Gang gets you some air defense for ONLY 1 (2?) extra Elixir. These Buffs are to make standalone Goblins have their own spot in the Meta!

    ~Spear Goblins~: *Buff Damage to 75 (from 67), Buff Hitspeed to 1.3 Seconds (from 1.7 Seconds), Nerf First Hitspeed (To whatever it is to keep interactions Similar)

    ~Explanation~: The Spear throwing, Bandana wearing rebel Goblins (not using Knives like most Goblins) are not used a lot a lot in the game; really only good in some Zap Bait Decks. These Buffs are to make them better at taking out Troops, but interactions between The Princess tower and Most Troops (Still only get 1 shot on the Princess Tower, Still don't get any hits on a Troop like Musketeer when it's just 1 Spear Goblin, etc.) will remain the same! Let's give these guys some love!

    ~Goblin Hut~: Nerf HP 1232 (from 1293), Nerf Lifetime to 45 Seconds (from 50 Seconds)

    ~Explanation~: The Goblin Hut (And Spawner Buildings besides Furnace and Tombstone) have not been doing so well for the past couple of months. We have to try and make other Spawner Cards better while keeping them balanced! The buffed Spear Goblins make this Card deal more Damage and Pressure overall, but it is now easier to take out on offense because of the less HP and less Lifetime. Fair trade in my eyes.

    ~Goblin Barrel~: Nerf Goblin Spawn Time to 1.5 Seconds (from 1.2 Seconds)

    ~Explanation~: The Goblin Barrel is a consistent Win Condition with his own Archetype for itself and a fairly Balanced use and Winrate, but since stand alone Goblins are getting buffed, we have to nerf the Goblin Barrel to make up for the buffs. The Spawn Delay of the Goblins will allow them to die slightly easier to Zap/Snowball (only 1 Hit from each Spell no matter what from 2 Hits), overall not many interactions change!

    ~Goblin Gang~: Buff Goblin Count to 4 (from 3), Buff Spear Goblin Count to 4 (from 2), Nerf Elixir Cost to 4 (from 3)

    ~Explanation~: This set of allianced Goblins have been the most consistent Distraction Card in the game since it's release; being able to stop almost any single Troop for a positive Elixir trade! With the buffs to standalone Goblins and Spear Goblins, this Gang will need to flow with the winds. These new recruits to the Gang will make the Card much stronger, but since they now have to be payed more because of the extra bodies, they now cost 4 Elixir (also it's the first 4 Elixir Distraction Card, that's neat). This opens up the option to use Guards or Skeleton Army as a Distraction Card and makes Goblin Gang an even Higher Risk, Higher Reward kind of card!

    ~Bomber Cards~:

    ~Bomber~: Buff Elixir Cost to 2 (from 3 Elixir), Nerf HP to 167 (from 398), Buff Range to 5.5 Tiles (from 5.0 Tiles), Buff Damage to 280 (from 272), Buff Hitspeed to 1.7 Seconds (from 1.9 Seconds).

    ~Explanation~: I understand what Supercell was trying to do with Bomber: make him more of a "both" Spell Bait Card without really being one (HP is to high to be considered "Log Bait", but too little to be considered "Fireball Bait"). Bomber is just out classed by other splasher Cards and does not have a distinct role to play; these Reworks will finally make him have a defined role in Decks: becoming the first ever "Cheap and Frail High Damage Splasher" in the game for Small Spell Bait! I could see him working in these kinds of Decks depending on how he is balanced, but Cycle Decks might really like to use him too! This guy has never seen the true light of day in the competitive scene that which he deserves, give it to him Supercell!!!

    ~Bomb Tower~: Buff Damage to 280 (from 184 Damage), Nerf "Death Bomb" Damage to 280 (from 396 Damage), Nerf Hitspeed to 1.7 Seconds (from 1.6 Seconds), Nerf HP to 1080 (from 1126).

    ~Explanation~: There's one thing that I did not get about the Bomb Tower: why is it so different from the Bomber?! We Reworked Bomber, so now Bomb Tower follows suit with the new stats of said Rework! This Rework will make Bomb Tower 1) Consistent with his grounded counter part, and 2) make it a much more reliable Building at taking out Swarm Cards and Glass Cannons alike while having similar DPS to before, now being more offensive than defensive!

    ~Fire Spirit Cards~:

    ~Fire Spirits~: Buff HP to 190 (from 91), Buff Splash Radius to 2.0 Tiles (from 1.6 Tiles), Nerf Elixir Cost to 3 Elixir (from 2 Elixir), Buff Damage to 190 (from 178), Nerf Movement Speed to Fast (from Very Fast), Buff Jump Range to 2.5 Tiles (from 2.0 Tiles)

    ~Explanation~: Fire Spirits have always been overshadowed by Ice Spirit and other Splasher Cards, I wanted to make them a little more unique when being compared to what we already have in the game: Furnace Waves! This change will make it better at dealing with swarms more efficiently (Can 1 Shot Minions and anything under that in terms of HP and can 1 Shot Barbarians when all 3 Hit together!) and diverse themselves from the Furnace. It serves a better role at Cheap Splash in Decks while most likely finding a solid spot in Cycle and maybe even Siege Decks!

    ~Furnace~: Nerf Spawn Rate to 12.5 Seconds (from 10 Seconds), Nerf HP to 953 (From 1003)

    ~Explanation~: We just Buffed Fire Spirits immensely, we have to now make up for the Buff by Nerfing what we already have: the Furnace! You may be thinking that these Nerfs might be way to much to it, but here's the catch: Since it now survives less due to Less HP, there are now 5 waves of Fire Spirits from 6, making the new total Damage of the Fire Spirits when ignored is much more, so you can't just ignore 1-2 waves now since each wave is stronger than before! It's a fair trade off in my eyes!

    ~"Effect Spell" Cards~:

    ~Heal~: Option 1: (Preferred, Credit to u/InfernoDeesus for the main part of this Rework for Heal): Change "Travel Distance" to 2.0 Seconds (from Instant, I have an Explanation why in the Fixing the "Effect Spells" section of Part 1 on my Profile), Buff Healing to 112 Per Second (from 65 Per Second , New Total of 224 HP Healed), Add Healing to Buildings (Crown Towers at 78 HP Healed), Nerf Radius to 3.0 Tiles (from 4.0 Tiles), Nerf Elixir Cost to 2 (from 1 Elixir). Option 2: Change "Travel Distance" to 2.0 Seconds (from Instant, I have an Explanation why in the Fixing the "Effect Spells" section of Part 1 on my Profile), Buff Healing to 80 Per Second (from 65 Per Second, New Total Of 160 HP Healed from 130)

    ~Explanation~: DeLeTe It FrOm ThE gAmE sUpErCeLl! In all seriousness, there's never going to be a Card deleted from the Game, But I can see them Buffing it in a way like this to actually make it viable! We don't want to Buff Heal back to its former days when is was busted with 3 Musketeers and hard countered Poison, but I think I found a good in between with the Stats to make is viable. The Spawn Time delay also allows you to be able to counter it properly instead of it just surprising you and you lose because you did not expect it. Use a 1-2 Elixir Spell to mostly/completely counter another 2-3 Elixir Spell, sounds fair to me! This change is going to actually make Heal a Card that actually makes sense to use and will now most likely be used in Cycle and maybe even Siege Decks!

    ~Freeze~: Option 1: Change "Travel Distance" to 2.0 Seconds (from Instant, I have an Explanation why in the Fixing the "Effect Spells" section of Part 1 on my Profile), Buff Elixir Cost to 3 (from 4), Buff Damage to 100 (from 95, Crown Tower Damage is 35 from 34). Option 2 (Preferred, credit to u/ArcticFox58 for helping me come up with this interesting rework!): Change "Travel Distance" to 2.0 Seconds (from Instant, I have an Explanation why in the Fixing the "Effect Spells" section of Part 1 on my Profile), Nerf Freeze Duration to 1.0 Seconds (from 4.0 Seconds), Add Snare AND Slowness Effect for the rest of the 3.0 Seconds, Buff Damage to 110 (from 95, Crown Tower Damage is 39 from 34)

    ~Explanation~: This Card has had some serious Issues in the past, from being Game Breaking for over 3 Years, to now being a niche Card that only works because of the "Surprise Factor". What I suppose is way to make Freeze usable WITHOUT making it lose it's effectiveness for using one time with the element of Surprise! It can kill Minions (with the help of an Ice Spirit) while not completely stoping Enemy pushes. The other rework will make be less detrimental when everything is frozen and your troops can still attack and move, albeit very Slowly. I feel that these Reworks will make Freeze a much better Card in the long run of the Game!

    ~Rage~ (I would move Rage down to Frozen Peak in place of Bowler.): Nerf Radius to 3.0 Tiles (from 5.0 Tiles), Make Rage Duration Consistently last 5.0 Seconds (from 7.5 Seconds at Tournament Standards), Give it Impact Damage at 100 (does not effect Crown Towers), and Change "Travel Distance" to 2.0 Seconds (from Instant, I have an Explanation why in the Fixing the "Effect Spells" section of Part 1 on my Profile)!

    ~Explanation~: Rage has been Fundamentally broken since it BETA due to it having Inconsistent Interactions at different levels of Play! What we want to ideally do is make Rage viable and Consistent at all levels of play. The Rework I suggest gives it a new use as a offensive Support Spell for your pushes (clearing/damaging Troops and boosting your Movement and Hitspeed all at once!) while now Leveling up in a consistent way that keeps Interactions at all levels of play Even! Or... we could just forget about it's existence, that's fine too I guess lol.

    ~Clone~: Option 1 (Preferred): Change "Travel Distance" to 2.0 Seconds (from Instant, I have an Explanation why in the Fixing the "Effect Spells" section of Part 1 on my Profile), Buff Radius to 3.5 Tiles (from 3.0 Tiles). Option 2: Buff Elixir Cost to 2 (from 3), Nerf Radius to 2.5 Tiles (from 3.0 Tiles) and Change "Travel Distance" to 2.0 Seconds (from Instant, I have an Explanation why in the Fixing the "Effect Spells" section of Part 1 on my Profile).

    ~Explanation~: Clone has probably the funkiest and funniest interactions when compared to the other "Effect Spells". Since it is unpredictable though, we should try and change it so that it's not as detrimental to players when low on Elixir. Both my options make it easier to go against while still being viable with all the extra firepower!

    ~Normal Card Reworks~:

    ~Witch~: Nerf Damage to 96 (from 111), Nerf Hitspeed to 1.5 Seconds (from 1.1 Seconds) Buff First Spawn back to 1.0 Seconds (from 3.5 Seconds), make the Skeletons spawn like Graveyard (take a tiny Second to actually get up and start attacking)

    ~Explanation~: It is very apparent that The Witch was a very troublesome Card at the 3000-5000 Trophy area of Ladder, yet useless at Tournament Standards or Top 200 Gameplay. With the new Rework Supercell gave her and then the massive set of nerfs she revived, she is not doing so good. I think that she should kinda go back to her Roots, or should I say Tombstones? Anyways, my Rework I suggest makes her be kind of in a mix Between her Rework (different Skeleton Formation and Slower Hitspeed) and what she was before it (the weak Damage and small Splash Radius), making something that now truly has its own niche: She will be able to 2 Shot Minions and take care of light pushes now. Opinions on it?

    ~Barbarian Hut~: Buff Elixir Cost to 6 (from 7), Buff Spawn Speed to 8.0 Seconds (from 14.0 Seconds), Nerf HP to 1449 (from 1804), Nerf Lifetime to 40 Seconds (from 60)

    ~Explanation~: This Spawner has had it the worst from all the Spawner Cards, especially after Barbarians' Rework! We have to Buff it like crazy so that it can finally be in the Meta! The new Elixir Cost allows it to be used in more Decks, the new Spawn Speed allows it to spawn 1 less wave of Barbarians, and the new HP makes it less of a hassle (Dies to Lightning plus Fireball)! This is what the card needs to be so it can be viable!

    ~Wizard~: Nerf HP to 590 (from 598), Nerf Damage to 216 (from 234), Nerf Hitspeed to 1.8 Seconds (from 1.4 Seconds), Buff Radius to 2.0 Tiles (from 1.6 Tiles), Buff First Hit (to whatever makes it have similar Interactions), Buff Elixir Cost to 4 (from 5)

    ~Explanation~: Like the Witch, Wizard has only been a problem Card in the 3000-5000 area of Ladder, where he is usually over leveled and not actually OP. Supercell said that they Reworked Witch to have a new role in Decks and that they want all Cards to have a defined Role (thanks to the interview on CWA's YouTube Channel, check him out!), so let's make Wizard an all out Splasher Troop! The Nerfed Damage, HP, and Hitspeed allow him to be overall easier to handle, but the increased Splash Radius and decreased Elixir Cost allows him to be usable in more Decks with his own Role now. What do you guys think?

    ~Balloon~: Nerf HP to 1232 (from 1396), Buff Damage to 845 (from 798), Buff "Death Bomb" Damage to 319 (from 272), Buff Movement Speed to Fast (from Medium)

    ~Explanation~: Again, we have another Card that is seeming OP in the casual Community but is balanced at Tournament Standards and Top 200 Gameplay. The thing with Balloon is that it has a deceptively high HP for a flying basket with a skeleton in it, more than the Knight: a armored average sized man with a rad mustache! This Rework I suggest will make it die to an equal Level Rocket, but now guarantee a Princess Tower Down when ignored, without even adding the buffed "Death Bomb" Damage and the faster Movement Speed (mainly so it does not die too fast to defensive Buildings)! What do you guys think?!

    ~X-Bow~: Option 1: Nerf Hitspeed to 0.3 Seconds (from 0.25 Seconds, this is a rounding issue on Supercell's end), Buff Damage to 32 (from 26). Option 2 (Preferred): Nerf Lifetime to 35 Seconds (from 40 Seconds), Nerf Hitspeed to 0.8 Seconds (From 0.25), Nerf First Hitspeed to 0.8 Seconds (from 0.25 Seconds), Buff Damage to 75 (from 23), Nerf HP to 1299 (from 1383)

    ~Explanation~: The X-Bow has always been on Supercell's radar, since it is the Win Condition with the highest Tie Rate in the game (over 15% in Grand Challenges while other decks only have 2-5% Tie Rate). This is all because of how defensive X-Bow is and how you can cycle one for defense and one for offense, it's ridiculous (and scummy) when facing that and losing to it even if you know you have higher skill than the opponent! My Changes makes it much more of an offensive card with its ability to shred tank Cards much easier while still having a fast hitspeed (DPS is actually the same)! The slight HP nerf is to make less of a hassle to deal with (still barely survives against a Rocket). Or... we could take the boring route and just fix a small Bug Fix.... Which would you prefer?

    ~Earthquake~ (I would move Earthquake to Spooky Town in place of Goblin Cage): Buff Troop Damage to 67 (from 61, Can 1 Shot Skeletons and Take out Shields with all 3 Ticks of Damage), Nerf Building Damage Multiplier to 3.5x more Damage (from 4x more. Building Damage now 235 Building Damage Per Second from 244 Building Damage Per Second), Add Crown Tower Damage (At 85% so it's 171 Damage from 183 Damage on Crown Towers)

    ~Explanation~: This Spell is hands down has the highest factor in RPS (Rock, Paper, Scissors) when facing other Deck: If they don't have a Building or lots of Air Troops, you "Lose" and vice versa. The changes made here will make it much less reliant on RPS factors to win, while still being Balanced with less Damage to Buildings and Crown Towers for more Troop Damage! It has been used more recently (especially in that one Trifecta Mortar Deck and Hog Earthquake Cycle), But I still think it needs something to be used a little more consistently while keeping interactions similar to before!

    ~Elite Barbarians~: Option 1: Nerf HP to 960 (from 970), Buff Hitspeed to 1.5 Seconds (from 1.7 Seconds), Buff Damage to 320 (from 301), Nerf First Hitspeed to 1.8 Seconds (from 1.6 Seconds), Nerf Movement Speed to Fast (from Very Fast), Nerf Sight Radius by 0.5-1.0 Tiles! Option 2 (Preferred): Buff Elixir Cost to 5 (from 6), Nerf HP to 960 (from 970), Nerf Damage to 243 (from 301), Buff Hitspeed to 1.4 Seconds (from 1.7 Seconds), Nerf First Hit to 1.9 Seconds (from 1.6 Seconds), Nerf Movement Speed to Fast (from Very Fast)

    ~Explanation~: Hey look, it's the Ladder Player's Worst Nightmares! What Supercell did to "Rework" Elite Barbarians was to make them even worse against Swarms, but now even better against Tanks, which is not their issue! Their issue is like that they are easy to Overlevel and promote the idea of Spamming at the Bridge randomly! My Rework first Rework will make them less of a Spamable Troop and more of a "Fast and Frail-ish Counter Attacking Pekka" (both die to a Lightning one Level higher than it); being better at counter pushing than just spammed at the Bridge! My Second Rework will make them more like "2 slower and frailer Lumberjacks", being use more and a cheap-ish defensive Tank Killer and then would be great on the counterpush behind a Tank instead of being the Tank! Do you guys think these Possible Reworks will make them viable now?!

    submitted by /u/JCorby17
    [link] [comments]

    [EFFORT POST] (Part 1, December 2019) Necessary Additions, Fixes, and Balance Changes to make Clash Royale Better: Additions and Consistency Changes

    Posted: 22 Dec 2019 11:26 AM PST

    ~Additions~: This section will be for any Cards, Game Modes, QoL Additions or even Mechanics that I think would be cool for the game and make it overall better!

    ~Eagle Artillery~: "The Apex Siege Building of the Arena; able to Lock-On and destroy Troops and Buildings with ease! For something with "Eagle" in it's name, it takes a long time to seek and strike it's prey."

    ~Mechanics~: This Building will be used similarly to an X-Bow or Mortar: an Offensive Building used to Attack the Princess Tower or can be used to Defend against Pushes. This Card brings a new Mechanic into the Game: "Lock-On"! Like it's Clash of Clans counterpart, the Eagle Artillery will Lock onto Troops or Buildings alike, with a little indicator (like the one from Clash of Clans) showing where it will hit. Once the Eagle Artillery is Locked on, there is ABSOLUTELY no stoping it from hitting whatever it's Targeted! I'm Not sure that if it will be too OP, so I thought of an option where that it can only actively Target the Princess/King Tower in Double Elixir Time/Overtime (the Eagle will "open up" like in Clash of Clans as an indicator of this is the case), but then it's not really Consistent. What do you guys think?! But there 2 things you should know before hand: 1) It CAN hit the Princess Towers or King Tower when a Troop/Building is close enough to the Princess/King Tower that the Splash Radius of the Blast hit it along with the Targeted Troop/Building. And 2) Once the 3.5 Seconds of "Lock-On" are up, you Can use a Stun/Freeze Effect (Zap, Electro Wizard, Ice Spirit, etc.) to stop it from hitting all 3 of the Blast on the Target if you time it correctly, then it will begin the "Lock-On" process again! This is so that it promotes more offensive Gameplay instead of usually "Turtling Up" with the other Siege Cards while still making have a decent weakness.

    ~Suggested Stats~: Rarity and Arena: Legendary and Jungle Arena, Elixir: 8, HP: 1890 (Dies to a -1 Level Rocket Plus a -1 Level Lightening at Tournament Standards), Damage: 320x3 (Per Blast, 960 Damage in Total), Targets: Ground and Air, Range: 11.5 Tiles (Like Mortar and X-Bow. Will also have a "Dead Zone" exactly like the Mortar), Hitspeed: 3.5 Seconds to "Lock-On", 0.5 Seconds Per Blast (3 in Total, so 1.5 Seconds for all of them to hit the Target, so a total of a 5.0 Second Hitspeed), Lifetime: 35 Seconds (7 Total 3 Hit Blast), Deploy Time: 3.5 Seconds (Like Mortar and X-Bow), Splash Radius: 1.5 Tiles (Per Blast)

    ~Consistency Changes~: I suppose that, like the Melee Range Rework/Consistency Fix we got a couple of months ago, they should do the same for some other Mechanics/Stats (Knockback, Effect Durations/Changes, etc.) in the game. Some of them are not as consistent as we think they are!

    ~Knockback~: 1. Knockback applied by Spells/Troops will now always Knockback Troops away by 1.2/1.4/1.5 Tiles (which would be best?)!

    • ~Small Nerf to~: Fireball, Rocket, Giant Snowball, etc.

    • ~Small Buff to~: The Log, Bowler, Mega Knight, etc.

    ~Effect Durations/Changes~:

    1. ~Slowness~: Last 2.5 Seconds and Slow Movement Speed + Hit Speed by 35%

    • ~Small Buff to~: Ice Golem

    1. ~Rage~: Last 2.5 Seconds and Quicken Movement Speed + Hit Speed by 35%

    • ~Small Buff to~: Rage and Lumberjack's "Death Rage"

    1. ~Snare~: Last 2.0 Seconds and Slow only Movement Speed by 85%

    • ~No Changes~

    1. ~Stun~: Last 0.5 Seconds and Immobilize Troops from Moving and Attacking

    • ~No Changes~

    1. ~Freeze~: Last 1.0/4.0 Seconds and Immobilize Troops from Moving or Attacking (Duration being Card Dependent)

    • ~No Changes

    1. ~Poison~: Last 1.0 Second and Deal a "Tick" of Damage (Damage being Card Dependent)

    • ~No Changes~

    7.~Heal~ Last 1.0 Second and Deal a "Tick" of Damage Healed (Damage Healed being Card Dependent)

    •~Rework to~: Heal

    ~Mass~: (The individual numbers for the Mass will ONLY effect interactions against other Troops, Troops will still be moved at the same "power" from a Tornado/Fishermen)

    1. ~Lightweight~: Any Troop with a Mass of 10 and under (1 is the Lowest) will be considered "Lightweight", this means they are easy to be moved around by other Troops.

    • ~No Changes~

    1. ~Midweight ~: Any Troop with a Mass of 11-15 will be considered "Midweight", not being easy to move around, but not hard to move around either by other Troops.

    • ~No Changes~

    1. ~Heavyweight~: Any Troop with a Mass of 16-20 (20 is Heaviest) will be considered "Heavyweight", this means they are hard to be moved around by other Troops.

    • ~Bonus Info~: Any Troop with the "Heavyweight" stat is immune to all Knockback except from The Log (Like how it is now)!

    • ~Small Nerf to~: Giant and Elixir Golem (ONLY when being moved by a Tornado, especially when to the King Tower. Now consistent to other Troops like Golem, Goblin Giant, etc. when moved near the King Tower)

    ~Fixing the "Effect Spells"~: The Spells that are considered "Effect Spells" (Rage, Heal, Freeze, and Clone) are all Cards that are either niche to the point they are worthless or just straight up busted when they are strong. The reasons for this is mainly because of 1) Putting to much stats into the Effect itself, and 2) Only getting value from the "Surprise Factor" and then being a dead Card afterwards. We want these cards to be usable but not be busted, so I came up with this:

    ~Solution for Effect Spells~:

    ~Delayed Deploy Time~: What I mean is that we basically turn these Spells (Clone, Freeze, Rage, And Heal) into "Prediction Spells", like Fireball, Rocket, The Log, Arrows, Barbarian Barrel, And Snowball with their own Delayed Deployment Time (would match other Cards) with a Delay of 2.0 Seconds (around the same as Fireball). By making them have a Delayed Deployment, it makes them a higher Skill Cap Card use since it requires Prediction to get major value from the Cards now; it also makes it less reliant on the "Surprise Factor" that all these Cards Share. To make up for this change, however, we have to Buff their actual stats. I'll go into detail on specifically what I would on the "Reworks" Post on my Profile, just know that making these Spells into "Prediction Spells" will make them overall healthier for the game!

    Now, with all of the ideas out of the way, let the Card Balance suggestions list begin (On my Profile for the other parts)!

    submitted by /u/JCorby17
    [link] [comments]

    No comments:

    Post a Comment

    Fashion

    Beauty

    Travel