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    Monday, December 30, 2019

    Clash Royale Daily Discussion: Game-Breaking Concepts/Mechanics

    Clash Royale Daily Discussion: Game-Breaking Concepts/Mechanics


    Daily Discussion: Game-Breaking Concepts/Mechanics

    Posted: 30 Dec 2019 04:26 PM PST

    Topic: Broken Mechanics

    With every single card release introduces a new mechanic into the game. These special mechanics can either be a subtle feature in a card (Goblin Giant's Spear Goblin Death Spawn ) or basically gives a card its identity (Fisherman please buff plz). Though the addition of these inevitably shakes up gameplay and is an exhilarating part of Clash Royale there are definitely many of them that could conceptually have quite a chokehold on every level of play, especially the competitive meta (2017 3M-Heal is a prime example). This can potentially result in a warped, unfair, and one-sided meta. These concepts typically have the prime intention of causing something to completely swing a match to the user's favor, whether it is a unit/building single-handedly doing so or from certain spell support.

    So, the intention of this post is to encourage the community to point out NEW mechanics should NOT be added into the game under ANY circumstance. Explanations or contradictions otherwise are also desired.

    If your comment to either of these arguments is intricate and detailed enough, I WILL award it.

    Examples to post:

    • Teleportation - Could be game-breaking and tilting to directly move your units to the other lane if your opponent least expects it
    • HP modification - Self-explanatory
    • A structure that does AOE to ground AND air units and/or slows- Not really anything new but this is a volatile concept that could easily lead to a slow, monotonous, and a defensive meta.
    • Spell-resilient Long-Ranged Support Card that can target Ground AND Air units (Can at least survive a rocket AND has at least a 5 tile Range ) - It's something we don't really have in the game yet, but this is a unit that will be very tough to balance due to its survivability and lack of intuitive counterplay. Though it may conceivably have its flaws, it could easily be compensated by other support units.

    Example to not post:

    • Healing- since we already have a spell (which is on deck for a rework) and a unit that already made it into the game.

    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Discussion Questions:

    • Point out mechanic/s that you think should never be added into the game.
      • How would it have a negative ripple effect on the game?
        • Short-term? Long-Term?
      • Which cards would you think would benefit the most/least from this mechanic if it were to be implemented?
      • Do you think this particular mechanic would be a poor/unbalanced implementation on ANY type of card?
        • On the flipside could you see this work well with a particular type of card?
    submitted by /u/Bo5sj0hnth1n3H4MM3R
    [link] [comments]

    Started playing ladder again after a 4 month break. I think I still got it

    Posted: 30 Dec 2019 12:24 PM PST

    [Effort Post] 2019 Meta Timeline

    Posted: 30 Dec 2019 06:44 AM PST

    Thought I was done for. Satisfying win ��

    Posted: 30 Dec 2019 12:12 AM PST

    Me after playing ladder for an hour

    Posted: 30 Dec 2019 07:59 PM PST

    Fastest game ever?

    Posted: 30 Dec 2019 01:43 PM PST

    A challenge supercell forgot to put in the 2019 challenges list!

    Posted: 30 Dec 2019 08:05 PM PST

    I don't even know where to start...

    Posted: 30 Dec 2019 08:47 PM PST

    Excuse me but what the heck just happened

    Posted: 30 Dec 2019 08:00 PM PST

    Is this possible to face someone in your own clan. This was by chance

    Posted: 30 Dec 2019 06:19 PM PST

    What if we took the horrible gems for coins thing and flipped it to coins for gems as well so it wouldn't be so unfair, like this:

    Posted: 30 Dec 2019 10:08 AM PST

    It's War Day, 5 hours away from being over, and this one guy is kicking people because they haven't battled yet (He thinks they're inactive, even though the people he kicked were some of the most active among us)

    Posted: 30 Dec 2019 02:18 PM PST

    11 vs 13 = Spam opposite lane and pray

    Posted: 30 Dec 2019 12:27 PM PST

    Healer too op...

    Posted: 30 Dec 2019 09:37 AM PST

    An absolute nightmare of a card! I’m done with ladder for the night.

    Posted: 30 Dec 2019 06:52 PM PST

    Just created this beautiful deck after watching CWA’s new video. 3.0 Ebarbs rage cycle. What do you think?

    Posted: 30 Dec 2019 02:43 PM PST

    [Effort Post] [STATS] December Ladder Meta Analysis

    Posted: 30 Dec 2019 06:19 AM PST

    [Effort Post] [STATS] December Ladder Meta Analysis

    Intro

    What follows is the current ladder meta decks from the last 7 days.

    The goal is to track ARCHETYPES, not individual cards. if you want to see the usage of other cards, use the card visualization tool on royaleAPI

    CR archetypes are difficult to define. The following is a set of sub-archetypes picked because they can be defined simply, and are thus easy to search for on RoyaleAPI.

    I removed the duplicate decks as much as possible to not to distort the data

    Stats

    https://preview.redd.it/ig8unzdv1s741.png?width=1167&format=png&auto=webp&s=bc1befea1fd42d7f1c03a0d35e57bc349b850ca2

    Comments

    November stats
    https://www.reddit.com/r/ClashRoyale/comments/e2xrap/effort_post_stats_november_ladder_meta_analysis/

    • Surprisingly, a lot less wall breakers, probably due to the deck MK WB who disappeared
    • With the un-rework of the exe, lavahoud has resumed an important place in the meta, but surprisingly lavaclone is almost non-existent
    • Much less RG, and Xbow, would be partly due to the rise of eGolem NW and Golem NW ?

    Bonus

    Distribution of battles in Clash Royale leagues.
    Assuming that the frequency of battles is consistent across all leagues to be representative, it should be able to estimate the distribution of players.

    https://preview.redd.it/b9gwdnfj3s741.png?width=480&format=png&auto=webp&s=97df3d0a885b23fd995bd66b95eed5922150155c

    And the trend after the old report, 7 months ago

    https://preview.redd.it/hgv2bvks3s741.png?width=480&format=png&auto=webp&s=c206e1b2f5656d4c5a40545c62f52e66edbfb94c

    Note

    • Which decks do you find necessary to be included next month?
    • What are your thoughts on the current LADDER meta?
    • Addition of a new table "Healer", one time data to see the importance of the boost

    • Do you think that it is interesting to keep this monthly format ? the data don't change a lot, almost not at all before 6.000. This post is extremely tedious to make and time consuming, very little view because not very accessible and readable because of the quantity of figures, I do not manage to make graphic format given the number of archetype and leagues present. If anyone has any ideas, I'm listening

    submitted by /u/Teto-
    [link] [comments]

    These players aint loyal

    Posted: 30 Dec 2019 09:00 PM PST

    I just played a level 1 at around 4800 trophies then checked his clan and it was an orange juice family clan. Anyone know if this is orange juice? (Shows clan at end of video)

    Posted: 30 Dec 2019 08:45 PM PST

    destroyed each other’s towers at the same time during overtime.

    Posted: 30 Dec 2019 11:04 AM PST

    Healer+NW+Egolem=Balanced

    Posted: 30 Dec 2019 08:53 PM PST

    Great idea ��

    Posted: 30 Dec 2019 08:37 PM PST

    Supercell should allow trade tokens to drop from chests. With the higher rarity of the chest, the higher chance of a token. But the token should replace the rarity of the card you were going to get.

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

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