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    Tuesday, January 21, 2020

    Clash Royale Goblin Barrel by - IG Giant_Ape_Draws

    Clash Royale Goblin Barrel by - IG Giant_Ape_Draws


    Goblin Barrel by - IG Giant_Ape_Draws

    Posted: 21 Jan 2020 06:04 PM PST

    SuperCell testing their new super AI on my PEKKA.

    Posted: 21 Jan 2020 02:43 AM PST

    Designing the most difficult rarity: Four Common Cards Ideas

    Posted: 21 Jan 2020 05:30 PM PST

    Designing the most difficult rarity: Four Common Cards Ideas

    I've seen Seth recently explain that commons are hard to design because they need to be mechanic-light and have very basic stats, while also introducing "something that the game is missing". So I wanted to design a few ideas that would fill those criteria. I came up with four of them.

    • Minion Guards

    The skies have no beefy swarms, while the ground has things like Barbs and Guards. Minions and Minion Horde are fragile. A shielded air swarm would introduce this niche to the game, and decks that want a defensive flying card that doesn't die so easily can opt for this one.

    Character design: I was thinking of it as being like the skeletons of minions, having some patched fabric around their wings to allow them to fly, and holding shields. Kinda like Minions and Guards fused together!

    Description: "Four bone brothers that rule the skies and throw rocks at foes. Destroy their shields to get to the squishy cores!"

    Stats: 4-elixir, spawns four flying minion guards. They have regular 200 HP shields and 110 additional hit points when those shields are taken down. They deal 75 damage per attack and hit every 1.4sec at a long melee range. Their movement speed is medium.

    Strategy: I don't think these would be very interesting strategically, they would just be a basic card in decks similar to Minions or Guards. They will deal less damage but survive longer and even resist all arrows. I'd expect them to be primarily defensive. They would finally bring a little more variety in the skies.

    • Cannoneer

    One of the simplest things this game lacks is a simple short-range attacker. We have a lot of units in the ≤2 and a lot in the ≥5 range, but hardly any between these. Namely, there are the two spirits at 2 and 2.5, the three dragons at 3.5, Executioner and Hunter at 4, Zappies at 4.5, there isn't even a simple point attacker.

    Character design: I imagined him as being a fairly armored guy, like the Musketeer, carrying a big cannon.

    Description: "The Cannoneer is a heavily armored unit. His weapon can't attack far, but you will want to pray for anyone who gets close!"

    Stats: 4 elixir, 880 hitpoints, 300 damage per attack, 1.5sec hit speed. He has a 3.5 tiles range and a medium movement speed.

    Strategy: This post explains defense interactions of short-ranged cards, which would be relevant for a troop like this. He would have most of the quirks of ranged troops, but also some that resemble melee troops such as being easy to kite.

    • Stone Spirit

    A knockback-based spirit! Such a card would be very control-based so it would probably spawn only one character. We already have Giant Snowball, so I'd imagine such a card costing 1 elixir. The spirit would run into an enemy and instantly explode, damaging in an area and knocking back.

    \"Spawns a furious stone spirit to knock ground units back. Knocks even harder when on a roll.\"

    Stats: I came up with an iteration that gives him a charge mechanic, but it doesn't need to be so complicated. The spirit is bulkier than the other two. It rolls at a Medium speed, then charges similarly to the princes and the rams (3.5 distance before charging) and rolls at a Very Fast speed. Stuns and knockbacks reset the charge. The spirit doesn't jump, instead, he needs to get right next to his enemies to explode. Since he explodes, this makes him the center of the area damage, unlike the other spirits. When not charged, it would deal the same damage as a skeleton in a 1.5 tiles radius, as well as a small knockback (1 tile, same as Bowler). When charged, it would deal double the damage in a 2 tiles radius, as well as a big knockback (2 tiles, bigger than Fireball). If it is killed, there is no death explosion.

    • Magma Golem

    The next thing I feel is missing is a basic card with strong death damage. We have the expensive Giant Skeleton, but we don't have a cheaper, more multi-purpose card with this mechanic. I discussed it and came up with two versions.

    \"Moves slowly and attacks buildings. When destroyed, he explodes into an impressive puddle of hot magma that burns the ground!\"

    Stats: Both versions are slow, building-targeting cards. When the Magma Golem dies he explodes, creating a puddle of hot magma with the same radius as a fireball, that lingers for 3 seconds and only damages ground.

    v1: Costs 3 elixir, 1100 hitpoints, 110 damage, 2sec hitspeed, the magma puddle deals 3 pulses of damage (110 x3)

    v2: Costs 4 elixir, 1400 hitpoints, 160 damage, 2sec hitspeed, the magma puddle deals 3 pulses of damage (160 x3)

    • In case the last one didn't feel basic enough: Spears

    A basic 1-elixir spell that resembles the old arrows, but deals super low damage within a smaller radius. I asked some people to balance the card and they had dramatically different responses, so I just left the art here with no stats. I am unsure about whether the card would be healthy because it counters Skeleton Army so hard, but I think that it can be balanced out with a low projectile speed.

    \"Launches a swarm of spears to damage enemies in a small area. Reduced damage to crown towers.\"

    I made the card art first, then u/ChiteadoCR made it digital (the one I showed on top). I think it's sweet - resembling of arrows, but not too much.

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

    If there’s exclusive rewards for finishing top 100, shouldn’t we be able to SEE top 100?

    Posted: 21 Jan 2020 09:44 AM PST

    Giant by - IG Giant_Ape_Draws

    Posted: 21 Jan 2020 06:05 PM PST

    [OPINION] 2.6 Hog is boring!

    Posted: 21 Jan 2020 06:26 PM PST

    I have not seen a single deck come close to how present hog cycle has been throughout all the metas (2.9 xbow comes close but hasn't been around for as long). Everyone knows it when they see it, and thus, you are admitting to your opponent that you haven't even the slightest bit of creative insight to create your own deck, or even PICK A DECK OTHER THAN HOG CYCLE FOR GOD'S SAKE. Like are you kidding me?!?!?! There are INSANE possibilities with deck building in this game, and you choose the, quite arguably, most basic deck in the history of clash royale.

    Furthermore, it's not even fun to play. While playing hog cycle, you will find yourself in 1 of 2 modes of play:

    1. Spend as much elixir as you need to get 1 hit on the tower.

    2. Slap everything you have on the battlefield when your opponent counterpushes.

    That's ALL YOU DO. NOTHING ELSE.

    I guess I just have one question for 2.6 players. Why? Why have you devoted your experience in this game of infinite possibilities and strategies to the ONE STRATEGY that everyone knows? I guess you could say I'm just genuinely curious.

    Addendum: I get that it's a good f2p deck, and that it does a good job at, but there are definitely other, more exciting, and simply more viable f2p decks out there.

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

    This is what 2v2 in Clash Royale has come to

    Posted: 21 Jan 2020 11:12 AM PST

    for you guys wondering

    Posted: 21 Jan 2020 04:23 PM PST

    Goblins have become a card with one of the highest win rates in the last 7 days of GCs. With no recent buff, what do you think has caused this?

    Posted: 21 Jan 2020 08:32 AM PST

    Why does this exist...

    Posted: 21 Jan 2020 08:32 AM PST

    My heart and phone simultaneously shattered

    Posted: 21 Jan 2020 04:47 PM PST

    Never celebrate too early part 6031 million

    Posted: 21 Jan 2020 09:43 AM PST

    thoughts on this?

    Posted: 21 Jan 2020 06:23 AM PST

    When your Clash Of Clans skill can be used to your advantage

    Posted: 21 Jan 2020 10:48 AM PST

    Is this one of the worst chests in the game? 35 rares isn't much, doesnt hold a candle to an epic chest, the rare chest is frankly lacking.

    Posted: 21 Jan 2020 08:04 PM PST

    Anyway to make the deck better? One of the decks I used to push to masters

    Posted: 21 Jan 2020 03:32 PM PST

    Message clan members individually!!! Should Supercell make this happen???

    Posted: 21 Jan 2020 04:37 AM PST

    I just lost my battle at 13 wins with this lvl 8 kiddo. Highest trophies 53, cards collected 44, and there were two legendaries in the deck. #YQP2JC2R. Can cards of higher arena be purchased by gems? I think not.

    Posted: 21 Jan 2020 07:23 PM PST

    Prediction plays are the best plays

    Posted: 21 Jan 2020 04:23 PM PST

    Whatever that hog is on i need some of it

    Posted: 21 Jan 2020 07:53 PM PST

    Princess is goated, change my mind

    Posted: 21 Jan 2020 03:37 PM PST

    Do you think developers record or analyze which chest cards are skipped most often with lightning strikes?

    Posted: 21 Jan 2020 02:51 PM PST

    I'd really love to see this data if anyone that is cooler than me already has access to it.

    submitted by /u/shakespearesgirl14
    [link] [comments]

    I just noticed that the witch has a 12% win rate according to royal API. What should supercell do with her?

    Posted: 21 Jan 2020 09:36 PM PST

    I think the most glaring issue is that skeletons don't spawn on death anymore, which allows for cards to bulldoze right past her after finishing her off.

    submitted by /u/200granolabars
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