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    Tuesday, December 3, 2019

    Clash Royale I see your 50+ healers in friendly battle and raise you this

    Clash Royale I see your 50+ healers in friendly battle and raise you this


    I see your 50+ healers in friendly battle and raise you this

    Posted: 03 Dec 2019 01:05 PM PST

    been playing since launch, still can't figure this out after lo these many years

    Posted: 03 Dec 2019 10:30 AM PST

    Problem solved

    Posted: 03 Dec 2019 12:32 PM PST

    Clan war glitches and now we have 52 wins ��

    Posted: 03 Dec 2019 10:02 AM PST

    Maintenance to fix 2v2 etc. ��

    Posted: 03 Dec 2019 04:39 AM PST

    "TOO OLD FOR CLASH ROYALE...CHILDISH"

    Posted: 03 Dec 2019 05:51 PM PST

    I won a battle and my clan also won the war but I got this !

    Posted: 03 Dec 2019 11:06 AM PST

    She is very scary and very broken

    Posted: 03 Dec 2019 04:41 PM PST

    Hey My name is Hunter and i have a Clash Royale Addiction

    Posted: 03 Dec 2019 05:48 AM PST

    For anyone wondering what a Mega Minion looks like on the toilet.

    Posted: 03 Dec 2019 07:58 AM PST

    Since this slot doesn’t mean much anyway, what about being able to choose what your favorite card is?

    Posted: 03 Dec 2019 07:47 AM PST

    [Effort Post] Why Card Level Boost is Clash Royale's Best New Feature in a Long Time

    Posted: 03 Dec 2019 11:23 AM PST

    (TL;DR in the Conclusion section at the bottom)

    Introduction

    With Season 6 now underway, many players have begun to enjoy the festivities that it brings. With new balance changes, a new card, and three tower skins up for grabs, this season feels like it will be a special one.

    But among all of these additions, one of them stands out to me, and that is the new Card Level Boost feature. This mechanics takes a certain card (in the case of Season 6, the Battle Healer) and, once it is unlocked, boosts its level to that of a players King Tower. Even receiving a single copy is enough for some players to play a boosted card at level 13. This is a huge new feature even at face value, but I think there is even more to this boost than meets the eye.

    In this post I intend to discuss the benefits of the Card Level Boost and offer suggestions as to how it can be used to its fullest potential in the future.

    Benefits of Card Level Boost

    After some thought, I have come up with five major benefits to the Card Level Boost feature. I will discuss all of these below. Of course, other benefits exist, but they are either less substantial or included in another reason (or I did not think of them). They are as follows:

    • Card Level Boost is a major help for F2P players

    I think this is the most obvious benefit of the Card Level Boost. Before this, a new card could only be used by a fraction of challenge players and the biggest of ladder whales. This led to everyone else feeling left out since they could not use the card without being at a major level disadvantage, assuming they had unlocked it at all. Even cards a player has had for years may be unusable to some since they cannot spare the gold to upgrade them. Now that Card Level Boost is a feature, anyone that is capable of unlocking the boosted card can use it to its fullest potential for an entire season! Additionally, if Card Level Boost is ever applied to already existing cards in the future, F2P players that don't have the gold to upgrade cards can have a little more autonomy in trying different cards on ladder without having to spend tens of thousands of gold just to see if they like using it. Speaking of which...

    • It encourages players to try different cards

    One of Clash Royale's more chronic problems is that players have little incentive to upgrade cards outside of their 8-card decks. Many players don't even bother upgrading anything else since their deck works for them. With Card Level Boost, a player is given an easy way to try cards that they may have not tried otherwise. This could lead to players going out of their way to upgrade more than eight cards or otherwise encourage experimenting with different cards.

    • It encourages players to level up their King Towers

    Another issue that has been present in Clash Royale for quite some time is that many players leave their King Towers at low levels while over-leveling their cards (if you've ever faced a level 10 with maxed cards, then you know what I'm talking about). These players will not get nearly as much of a benefit from Card Level Boosts as many others. This may cause these players to go out of their way to gain experience by either upgrading other cards (another reason to do so in addition to those mentioned in the previous point) or donating more often, thus making more players healthier contributors to the game.

    • It makes new cards feel more relevant

    This ties into the first point, but it's worth mentioning separately. Recently Supercell has made a few seasons that are themed around a certain card. However, many times these cards do not end up being the highlights they could have been since many players cannot use them. With Card Level Boosts, new cards will better define their seasons while they are still fresh additions.

    These are all good changes, but there is one major side effect of the Card Level Boost that I haven't see discussed yet, and that is:

    • Since nearly everyone with a boosted card can use it viably, there are many more people to "playtest" a new card if it is boosted

    Ah, yes. Playtesting. Many players have said time and again that Supercell does not do enough playtesting of their cards. Unfortunately, it may not be as easy to fully playtest a card before release as people assume. Now that Card Level Boosts exist, the amount of players that can and will use a new card has gone up considerably. Since Supercell keeps tabs of all battle stats, they can determine much more accurately and quickly whether or not a new card needs a buff/nerf and how bad of one it needs thanks to the increased number of battles with new cards. While this is not technically playtesting since the card is already out, it is the next best thing.

    Additionally, the demographic of players that play the card in its first weeks has expanded from "Only the tippy-top of Ladder and not as many Challenge matches as their could be" to "All areas of ladder and as many Challenge matches as players are willing to play". This means that Supercell can not only take data from a small subset of Ladder, but ALL trophy ranges where players can unlock the card, while also having more data from already represented areas. This will have major effects on how well cards can be balanced post-launch.

    Suggestions for the Future

    Despite all of these benefits, I believe that Card Level Boost has not reached its full potential. Here are my suggestions for how Supercell can take this feature from great to awesome:

    • Boost not only new cards, but reworked cards as well (This ties into the F2P and playtesting points above)
    • Allow players to boost a card of their choice in certain situations; perhaps players can choose a card at the start of every season or it could be a feature of Pass Royale
    • Boost cards that are otherwise relevant to a season's theme, especially if there are crown quest related to them (For Season 6, examples could include Giant Snowball and Ice Wizard)
    • DO NOT use Card Level Boost as an alternative to proper playtesting. Instead, improve pre-launch playtesting, perhaps by letting players battle with new/reworked cards early somehow
      • Similarly, if these early post-launch battles show that a card is particularly under/overpowered, do not be afraid to release an emergency patch; I and many others would rather have a card broken for a week than for a month.

    Conclusion

    The Card Level Boost feature that was added in Season 6 is, in my opinion, one of the best features to ever be added to Clash Royale. It helps F2P players, encourages well-rounded gameplay, and provides more battle data for the Supercell team to use to balance new cards. However, there are more features that can be used to make this even better. With the right steps in the future, the Card Level Boost could stand as Clash Royale's best quality of life change.

    What do you think of my analysis? Does it boost your hopes for the future of the feature? Let me know what you think with a comment. As always, if you read this far I thank you for reading, and good luck in the Arena!

    submitted by /u/V-Man776
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    What are arrows considered? Small Spell? Big? Medium? Does it even matter?

    Posted: 03 Dec 2019 02:23 PM PST

    This meta scares me

    Posted: 03 Dec 2019 02:52 PM PST

    Not gonna lie, I think this is one of the best loading screens we’ve gotten so far

    Posted: 03 Dec 2019 06:03 PM PST

    Here's a little overview of the rewards. I hope you like it. Please share :)

    Posted: 03 Dec 2019 01:53 PM PST

    Fun fact:The king tower do you middle finger when activated

    Posted: 03 Dec 2019 06:20 PM PST

    The healer regenerates health when frozen?!?! Supercell fix your game.

    Posted: 03 Dec 2019 05:45 PM PST

    Mirror shows the exact place where you play a mirrored miner?

    Posted: 03 Dec 2019 06:54 AM PST

    Arena 3 mega knight

    Posted: 03 Dec 2019 05:53 PM PST

    Battle Healer: Where are the healing values? Shouldn’t she be like Heal and have it in her info card?

    Posted: 03 Dec 2019 01:12 PM PST

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