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    Clash Royale Daily Discussion 1/3/2020: Firecracker- An Explosive Debut!

    Clash Royale Daily Discussion 1/3/2020: Firecracker- An Explosive Debut!


    Daily Discussion 1/3/2020: Firecracker- An Explosive Debut!

    Posted: 02 Jan 2020 10:37 PM PST

    Topic: Firecracker's Viability in the Meta

    Clash Royale unexpectedly revealed yet another new card in the past TV Royale: The Firecracker! This daring lady, formerly an archer in training, decided to wander from the pack and established her very own method of destruction: a volley of Firecrackers! Her weapon of choice has a little twist to it, however. Once her firecrackers hit their target, it explodes into 5 widespread sharpnels, inflicting damage while piercing through back-end units/structures.

    Here are all of the Firecrackers complete stats!

    (Thank you u/Mew_Pur_Pur, very cool!)

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    Potential Archetypes She May be Associated in:

    • Golem Beatdown
      • The Firecracker's massive AOE, decent-enough DPS, and great tower chip potential will make her a compelling option to use in the archetype. Her synergy with Tornado (which patches up cheap king tower activations) and resiliance to cheaper spells are especially characteristics to note, which may allow her to synergize fellow support units quite efficiently. All these traits will likely allow her to slot into certain variants.
    • Royal Hogs
      • Though Royal Hogs have been snuggly kept in their stables 'tis season, as evidenced by their minuscule usage rates last month, the rowdy Firecracker may awaken them from their slumber! As a cheap unit that can only be spelled down at a neutral elixir trade, there is no doubt in my mind that she will establish her role over Magic Archer as long-range spell-bait support card in this archetype. Even though her exploitable knockback is a drawback, it is greatly compensated by her cheaper cost and much larger AOE at a mild cost of lesser range and DPS. She will likely be a integral counterpart with Royal Hogs due to these characteristics.
    • Balloon-Miner Cycle
      • These are especially units that may greatly benefit from the Firecracker's presence, and as such she may be a complementary pick in this cycle variant. Not only is the Firecracker incredibly efficient at shooting down pesky Minions from a distance, but her sharpnels also allow her to support a back-end miner while attain collateral chip damage, which is key to any cycle deck.

    Honorable mention:

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    Pros:

    • Incredibly versatile
    • Massive AOE
      • Incredible at killing off many swarm units with ease
    • Huge sight range
    • Decent DPS
    • Incredibly long projectile range
      • Potential to deal HUGE crown tower damage at a remarkable distance
    • Only gets spelled out by neutral-to-higher cost spells

    Cons:

    • Her persistent knockbacks makes her volatile as a long-ranged defense and exploitable for retargeting onto a less desirable unit.
    • The ease of king tower activations can be a crippling issue.

    Explanation:

    Even though the Firecracker has plenty of perks that make her stand out over her competition the Firecracker's inability to maintain a set footing, courtesy of her shooting knockback, can make her incredibly volatile to utilize. Though it can make for some neat interactions, the cons outweigh the pros.

    One of them to note is that it makes her an incredibly inconsistent long ranged defense by potentially straying from the intended lane she was intended to stay in. This is a downside virtually no other card has and will likely be the factor that will make the Firecracker struggle to secure a spot in many cycle decks over more consistent options like Musketeer or Magic Archer. Though her huge sight range will remedy this downside to an extent.

    Verdict

    On a tier list of "Literally Unplayable" and "SS"(Emergency Nerf) the Firecracker will merit a power ranking of "A". Though she can be incredibly valuable for her cheap cost she has just enough holding her back to limit her from being a centralizing force over her steep competition. However, she can be lethal under the hands of a skillful player if one could bypass her issues.

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    Discussion Questions:

    • What archetypes/decks do you perceive her slotting into?
      • What do you think makes her a compelling option over her competition to merit a slot?
    • What cards/archetypes do you perceive to get benefited/inhibited by her presence?
      • Why do you think she is a positive/negative contribution to the meta?
    submitted by /u/Bo5sj0hnth1n3H4MM3R
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    No wait... it can't be...

    Posted: 03 Jan 2020 07:32 AM PST

    Quickest plot twist I’ve ever seen

    Posted: 03 Jan 2020 12:31 PM PST

    One of my best miner i think :)

    Posted: 03 Jan 2020 05:15 PM PST

    Finally reached 6k with my own Sparky Deck ( i know i am not a pro, but im really happy )

    Posted: 03 Jan 2020 03:22 PM PST

    Anyone remembers this being on your profile? Anyways since we have towerskins now why not bring it back and let it show the towerskin you’re currently using.

    Posted: 03 Jan 2020 03:22 AM PST

    Clash Royale Was Released Exactly 4 Years Ago Today.

    Posted: 03 Jan 2020 05:47 PM PST

    It’s been over a year since this cinematic and we don’t even have all the star levels shown in the video, such as Mega Knight. Why?

    Posted: 03 Jan 2020 02:21 PM PST

    An all goblin chest I got

    Posted: 03 Jan 2020 09:29 PM PST

    for all u parents out there or those who just love Disney

    Posted: 03 Jan 2020 11:07 AM PST

    Best rocket of the new decade

    Posted: 03 Jan 2020 04:18 PM PST

    Hi all! I created this P.E.K.K.A. fan art piece :) If you like it, check more at www.instagram.com/peter_cools_art/

    Posted: 03 Jan 2020 03:58 AM PST

    Five changes Supercell should make to Clash Royale in 2020...

    Posted: 03 Jan 2020 02:28 PM PST

    Introduction:

    Hey guys! Welcome to a new year themed post today. The end of 2019 got me thinking about what happened for Clash Royale over the past 12 months, but more specifically got me thinking about what could happen for Clash Royale over the next 12 months... So, I decided to make a post about exactly that! Just before we get started today, I do have a cool YouTube channel thing with this kind of content all over it, so if you enjoy this stuff your support would be appreciated! Outside of the self promo stuff, here are my top 5 Clash Royale changes needed in 2020!


    5) Reworked Shop:

    In-game shops are how most mobile games make their money, so naturally it makes sense that the game company gets more value from this than the game player. HOWEVER, there is a finer balance that Supercell could find within Clash Royale's shop in my opinion. I will start with the direct purchasing of gems themselves, where you VERY roughly get about 1 gem per cent. This can give us an estimated value for everything else. Grand challenges are about a dollar, emotes about two dollars fifty, anddd legendary kings chests... about... twenty five dollars... I don't know about you guys, but $25 for 360 cards seems a bit much for me. Fortune chests are just as bad, too, and overall just makes me want options in the shop changed to have ANY incentive to players who aren't just power levelling their account in 2020...


    4) Interesting Clan Wars:

    Ah, clan wars. The classic game mode in Clash of Clans that everybody was SO excited to see grace Clash Royale with its presence... Well, it's here... and it's somewhat underwhelming? Ever since this mode was introduced, it seems to cause more problems for clans than rewards for players. With no player selection, limited modes at even level, and bang average rewards, clan wars have definitely fallen to the wayside in Clash Royale. To make the gamemode more interesting and engaging, I'd like to see an opt in to play system, exciting (and fair) gamemodes, and rewards that feel fresh and frequent to keep us playing. Unlockable clan emotes or higher amounts of donations for clan members could be a cool thing to go along with higher clan leagues as well. At the moment, it feels like a pointless grind that you are sometimes forced to do if you want to keep your place in a clan...


    3) Quest Revamp:

    Quests are another feature that have SO much potential to be engaging and rewarding, yet just aren't... Having daily tasks that are fun and achievable would encourage so many players to hop on and try something fun, but there are a few barriers blocking it. Firstly, don't put quest requirements on ladder. Even though they've already tried to achieve this, nobody likes losing trophies to gain a few quest points. Secondly, make quests flexible - for example, instead of 'deal 1000 damage with Minions', make it 'deal 1000 damage with flying cards', just so we have a bit more freedom when creating decks for quests. Finally, fix the reward weighting... whoever decided that epic and legendary chests should be worth more than 300 points needs to get in the bin. Quests have the most potential out of ANY current feature inside of Clash Royale, but some changes to the quests themselves and the rewards you get are needed to encourage players to actually look at the quests tab...


    2) End Game Content:

    I never really thought of this as an idea until I saw CWA's poll on Twitter asking whether people were interested in Supercell adding extra levels into the game. Clash of Clans do this, where they reduce the costs of upgrading and add extra content in for those who are maxed. Whilst extra levels may be boring and tedious, I still do think there should be some extra end game content. Maybe like an unlockable gamemode or something, where you reach 6000 trophies once and can play in this wonderland of even card levels and unlockable emotes and just... FUN, instead of repeating the monthly grind of trophies, and trophies, and trophies... That's just my random blob of ideas, but I really do think Supercell need content at the top of ladder that feels rewarding and makes people want to keep playing through and beyond the new year.


    1) tournament standard ladder:

    This final one is something I've wanted for AGES now. I think it is possibly the most important thing that Clash Royale would ever add, but also the least likely thing that Clash Royale would ever add... Tournament standard ladder. A way to play the game that is free, fun, challenging, rewarding, and (most importantly) fair. A gamemode that I would HAPPILY play over and over and over again with no fears of card interactions or whacky overlevelled trash decks interfering with my time. A gamemode where you can practice endlessly for free and have a constant trophy count to show your friends would be perfection. However, I think Supercell rely too much on card levels for monetisation to implement this feature. We'd need to see more paid content like emotes and tower skins, but is anybody really against that? I think this would be a revolutionary feature to the game, and such it deserves top spot on my list.


    Conclusion:

    And yeah, those are my top 5 features and changes that would improve Clash Royale for 2020. I think 2019 was a decent year for the game, but I'm still a big believer in gamemodes and other reasons to play being the revitalisation factor that this game requires. Other honourable mentions to this list are things like fresh tournaments and challenge tickets, which both came quite close to making this list. Be sure to let me know what your top changes would be for 2020 are in the comments below! Just before I end, I must again say that there is a whole catalogue of this content over on YouTube that you might enjoy! Apart from that, I hope you enjoyed this post, and thank you for reading :)

    submitted by /u/EbolaBailey
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    Basically my two emotions when I realize that school's about to start�� also I really like how Giant turned out

    Posted: 03 Jan 2020 11:44 AM PST

    [Effort Post] A Plea to Supercell for the Dead: Taking a Close Look at the State of Barbarian Hut and Spawner Decks

    Posted: 03 Jan 2020 04:53 AM PST

    Introduction

    For those who would downvote this post because of what it concerns, I ask that you listen to all of what I have to say. Hello everyone. I am here to generate discussion about a card that has been one of the very weakest and least used cards throughout most of the game's history as well as an archetype it is closely related to. That card is the Barbarian Hut. In this post I will discuss the history of the card, why it is so weak, and what could be done to make it a viable card.

    Who am I?

    For those who are unfamiliar with me, I am Desertanu. I have used Spawner decks consistently for over three years and have played Barbarian Hut in every meta. Through my experimentation with the archetype I have been able to reach 7000 trophies, win tournaments, and reach 20 wins despite its weakness. Though I don't always agree with the changes made by the balance team, I applaud them for the weak cards and archetypes that they have made viable such as X-bow, Mortar, Sparky, Royal Giant, Bomber, and Bomb Tower. However, there is still one archetype that has existed since the game's release yet continues to be neglected. That archetype is the Spawner deck. A Spawner deck is defined as a deck that includes two or more spawner buildings. These decks aim to overwhelm the opponent with waves of spawned troops. I have witnessed the decline of Spawner decks throughout the years and though I have long hoped for their return to viability, things have only gotten worse.

    History of the Barbarian Hut and Spawner Decks

    In order to understand why the Barbarian Hut and Spawner decks are as weak as they are now, we must first look at how things were when they were viable and what caused their fall into obscurity.

    *The Beginning

    At release, Barbarian Hut was a good card. It saw a moderate amount of play in the top 200 and was featured in one of the game's original archetypes, the Spawner deck. It is difficult to discuss the state of the Barbarian Hut without discussing the archetype it is most closely related to. Even now, royale.api Spawner decks are the most closely associated archetype with the Barbarian Hut. Spawner decks saw lots of play in the early days of clash royale mainly to counter the most dominant strategy at the time, X-bow. They were also played in tournaments such as the Helsinki tournament and the King's Cup, in which they were a featured archetype. In the King's Cup video, Spawner decks were described as decks that > usually flood the enemy and overwhelm them with numbers. Even Supercell made a video featuring the archetype in an advertisement titled Hut Buddies. This shows that Spawner decks were recognized as an existing archetype inside the game by the community.

    *The Dark Ages

    Eventually, Spawner decks began to fall out of favor as players became more familiar with ways to counter them and new counters were added. In addition to this, cards that used to be countered by the Barbarian Hut received buffs that allowed them to kill the Barbarians more easily. These indirect nerfs to the card along caused it to become one of the worst cards in the game for over two years. Experienced Spawner deck players such as thornburn, a Spawner player in the top 200 at the time, either switched decks or fell into obscurity. Woody's Card Popularity Snapshots showed the decline of Spawner decks in top ladder over time. In tournaments, Spawner decks saw very little play and were only used as decks meant to catch the opponent off guard. In 2017, CCGS would introduce the first 20 win challenge to the game. Data collected by statsroyale shows that in CCGS Summer and CCGS Fall both the Barbarian Hut and Goblin Hut were among the top 10 least used cards.

    *The Rise and Fall of the Barbarian Hut

    After the Barbarians received a hit speed increase, the Barbarian Hut finally became a viable card again and slowly gained popularity until it entered the meta. Grand challenge stats at the time showed the Barbarian Hut to be at about 13% use rate at its peak and 7% at its lowest point. This would place the card as a powerful, but balanced card. However, the Three Musketeers were extremely powerful in combination with the Barbarian Hut and Barbarian Hut was soon nerfed. Some claimed that it was the Barbarian Hut that made the Three Musketeers so broken, but the Three Musketeers would continue to dominate the meta until they too received a nerf. After its nerf, Barbarian Hut's use rate fell to about 4%. It was still a decent card, but the effects of the nerf could be felt. The change that ultimately killed the card was the Barbarian rework. In a video Supercell made concerning the rework, they stated that they wanted to decrease the strength of the more dominant Barbarian cards in the meta, Barbarian Barrel and Battle Ram while increasing the strength of the Barbarians. Barbarian Hut was not mentioned in the video at all. It was simply ignored. The strength of the troops a spawner building produces is greatly tied to the strength of the building itself. Due to the Barbarians' health decrease each wave became extremely easy to kill while providing very little threat. This change caused the Barbarian Hut to return to its previous position as one of the weakest and least used cards in the game. Now it was weaker than it had ever been in the past.

    Why the Barbarian Hut and Spawner Decks are Weak

    At the high cost of 7 elixir, Barbarian Hut is the most expensive building in the game. The reason why the Barbarian Hut is such a weak card is that it does not provide enough value for its high elixir cost. Expensive cards need to have a significant impact on the game when they are played. Otherwise, they will not see play. The purpose of a spawner building is to apply pressure to the opponent. Barbarian Hut is a 7 elixir card that spawns troops that are easily killed by any splash damage, ranged units, high dps units, and air units, only target ground troops, and is easily ignored. Even in the case that the Barbarians do reach the tower and are completely ignored, it takes the Barbarian Hut a total of 56 seconds or four waves to destroy a crown tower. Considering how easy it is to stop these waves, any other card of the same cost or higher is much more threatening. On defense, the troops from the Barbarian Hut are easily dealt with while the Barbarian Hut itself is vulnerable to long-ranged troops, X-bow, Mortar, and air troops like Baby Dragon.

    As more splash damage troops have been added, the Barbarian Hut and Spawner decks have only gotten worse. Firecracker, the new card for Season 7 is a perfect example of this. With its range of 6 tiles the Firecracker can directly target a spawner building 4 tiles above the King Tower. Due to its special ability and splash damage Firecracker will easily be able to dismantle waves of Spawned troops along the with spawner buildings and support troops. If it reaches the tower, it will also damage buildings placed behind the crown tower. The addition of Earthquake to the game crippled the dead archetype even further. Earthquake hard counters Spawner decks with almost no way for the player to respond other than placing the spawner building behind a crown tower on the opposite lane, which leaves them vulnerable to attack, or not playing a building at all. Even if the building is placed behind the tower, the opponent can still just Earthquake it and obtain free value. Counters to certain strategies are fine, but there should be a way for skilled enough players to outplay the opponent and win the game despite them. It is important for counterplay to counters to exist. Otherwise, the game just feels like Rock paper scissors where there is no possible way to win in the event that you are countered. Mortar and X-bow decks are countered by Earthquake as well, but they are powerful enough that the player can still have hope of winning against Earthquake. For Spawner decks this is simply not the case unless the deck uses an alternate win condition, which is a lot to ask for an archetype that is already weak on its own. I have played for over three years and I have yet to see any other card counter an entire archetype with such ease.

    Rather than giving the player value over time as it's meant to, it often feels like playing the Barbarian Hut is a large investment that simply gives the opponent value instead by letting them build a larger push. In a recent list of the top 10 worst cards in the game Clash with Ash stated that one can no longer have a high amount of success with the Barbarian Hut and that those who do win despite the Barbarian Hut. He also stated that the original Spawner decks are no longer a viable archetype in competitive play. Clearly there is a need for change.

    Ways to buff the Barbarian Hut

    Barbarian Hut should function as a powerful ground defense card that applies significant pressure over time against the opponent. To help it achieve this, ways to buff the Barbarian Hut include:

    *One of the problems with the Barbarian Hut is that it doesn't provide much immediate impact. Increasing the number of troops spawned per wave would make the Barbarian Hut more impactful on defense while increasing its offensive presence.

    *Another possible solution would be to allow the Barbarian Hut to spawn two Barbarians on death similar to the Tombstone. This change would make the card better defensively and allow it to obtain more value.

    *Reducing the elixir and slightly reducing the stats could also help by decreasing the amount of risk when playing the Barbarian Hut and allowing decks that use it to have a faster cycle.

    Of these changes, the first two could also be applied to the Goblin Hut, a card that while not as bad as the Barbarian Hut, is still very weak.

    Misconceptions about Spawner Decks

    A common misconception is that Spawner decks are a low skill archetype and that all that is required of the player is placing the Spawner buildings. This could not be further from the truth. Over the years, I have asked numerous professional players about Spawner decks and they all recognized them as weak decks that were not viable. Statistics over the years support these claims and show that Spawner decks are an extremely weak and ineffective strategy in the game. In reality, using a Spawner deck is incredibly very difficult and requires an incredibly high amount of skill to have success with. This is why they have been used so little in high trophy ranges and Grand Challenges and why the only time we see Spawner decks used competitively is in the hands of professional players like Boeufmac or Thunderstruck. Some would claim that Spawner decks are not healthy for the game due to their nature. The same claims were made about X-bow, Mortar, and Royal Giant and I have yet to see any of those decks leave the game in an unhealthy place. All of those decks were absolutely reviled by much of the community at some point. Should those cards not have received a buff as well? Spawner decks are no different.

    Conclusion

    As my favorite card in the game, I desperately want to continue using the Barbarian Hut, but until something changes, I feel as though I have no choice other than to stop using it if I want to win more consistently at a competitive level. Good cards win games while bad cards have the tendency to lose them. Trying to succeed with a Spawner deck in a competitive format is like trying to push against a wall that gets taller as time passes. It just gets worse. There is no archetype in this game that has suffered as much as Spawner decks for such a long period of time. I have watched for years as old archetypes were buffed to viability and new archetypes have emerged, but one thing still has not changed. Spawner decks are dead and have yet to be revived. With this new year let's change that.

    Sources

    Spawner Decks in Helsinki King's Cup Features Spawner Decks

    CCGS Spring 2017 Stats

    Hut Buddies Advertisement

    CCGS Fall 2017 Stats

    Clash with Ash on the Barbarian Hut and Spawner Decks

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    submitted by /u/Desertanu
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    Lost to the Google instant play (the one that mostly spawns skeletons)

    Posted: 03 Jan 2020 08:16 AM PST

    My theory about this.

    Posted: 03 Jan 2020 12:25 PM PST

    Paused the replay while goblin barrel was being shot and look how it size changes

    Posted: 03 Jan 2020 01:24 PM PST

    How to 3 crown in roughly 10 seconds

    Posted: 03 Jan 2020 09:32 PM PST

    The Grind of a F2P vs P2W

    Posted: 03 Jan 2020 08:59 AM PST

    0.1 seconds to spare. Hog Rider straight vibin’.

    Posted: 03 Jan 2020 06:51 PM PST

    Proof emotes can be used strategically? Used crying emote to make it seem like I ran out of elixir, this is the result.

    Posted: 03 Jan 2020 08:41 PM PST

    Oh yeah it's big brain time

    Posted: 03 Jan 2020 08:09 PM PST

    Crown Rush & How To Make it Better

    Posted: 03 Jan 2020 08:06 PM PST

    I'm sure the majority (90%) of the player base are annoyed when they see crown rush. It is a waste of an event, we forego 10,000 gold or 250 gems for 50 crowns that will be wasted on nothing. Why? Because the WHOLE season pass has already been maxed. For these players (myself included), we face 0 benefit.

    Now to find out the value of Gems and Gold in the form of Crowns, let's compare the different rush events

    Crown rush: 50 Crowns

    Gold Rush: 10,000 Gold

    Gem Rush: 250 Gems

    That means that ONE crown is worth:

    200 Gold

    5 Gems

    How To fix:

    There are two ways (in my opinion) to fix Crown Rush, and make it worthwhile:

    • Crown Exchange:

    Due to the fact that a large portion of players max their season pass way before the end of the season (including season bank), I think that for those players crowns be exchanged for Gold/Gems. Why? It is unfair that we receive no benefit from Crown Rush, simply for playing more. In every game, the more you play, the more rewarded you are, although this is not the case for CR. Note that I am only saying this be a thing during Crown Rush, and only from crowns obtained from Crown Rush. This will reward players that spend more time on the game, and encourage those who have maxed out their season pass to play.

    The exchange can be guided from the previously stated exchanges, and will give players the same rewards from EITHER Gold/Gem Rush. This means:

    10000 Gold

    OR

    250 Gems

    • Moving Crown Rush:

    A simple fix to the the end-of-season Crown Rush would be simply moving it to the start of the season. For active players, this means rewarding them and encouraging other players to go for crowns at the start of the season. This can remove the uselessness of the event, whilst not breaking the economy in any way. Early-season players usually tend not to push either, and this can potentially fix this issue.

    To Summarise:

    Crown Rush for some players is useless and needs a rework.

    submitted by /u/Davorax
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