Clash Royale 2v2 Wallbreaker Mirror Clone |
- 2v2 Wallbreaker Mirror Clone
- The firecracker in clash royale everytime it shoots
- My fisherman emote idea
- [Effort] The Ultimate Balancing Theory: How to change cards the right amount
- Supercell hints at a balance change. EQ might affect underground Tesla!!
- Dark prince IQ99999
- Someone explain this abomination of a push
- New card concept: Tsunami
- Triple elixir is one of my favorite modes...
- Milanoil Zeiker on twitter
- [idea] DONATING LEGENDARY CARDS ONCE A MONTH
- Closest game I've probably ever had
- EQ should cause Miner to surface early-- no reason, just think it's cool
- we love to see it (satisfying)
- Why making earthquake damage an underground tesla is a bad change and doesn't make sense
- The king as soon as I take out the princess tower
- Mega minion buff?
- Why is the Tesla getting hit when it is clearly underground?
- Anyone else the same way?
- LET US REPORT PEOPLE
- After popular demand, iv'e nerfed the skeleton dragon! (sorry for being an idiot)
- Shoutout to this guy! It took me like 15 matches for me to finally win!
- Totally my first try
- Giant snowball my favorite card. Any buffs, nerfs or improvements you guys can suggest.
Posted: 24 Feb 2020 12:32 PM PST
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The firecracker in clash royale everytime it shoots Posted: 24 Feb 2020 12:25 PM PST
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Posted: 24 Feb 2020 03:52 PM PST
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[Effort] The Ultimate Balancing Theory: How to change cards the right amount Posted: 24 Feb 2020 02:42 PM PST Balancing excites me and I've paid attention to the state of the meta for a long while. If you tell me any card, I could instantly say all of its stats, recent balances, and a summary of my opinion on its state. So I wanted to open a word about something that often goes wrong: the size of balances. If we exclude some reworks, then balancing is all about hitting the sweet spot, so this is probably the most crucial aspect. Let's start with some important caveats. I will not bring up anything other than theory at the start. A lot of the values and the balances are made-up or arbitrary and aim to explain a concept. The post is technical and my method isn't infallible or objective. It will fall short in some situations. But it has worked for me 100% of the time to predict when changes would fail or be successful. When it comes to balancing, this post is my magnum opus, so I hope you appreciate it. Working with the statisticsTo determine the power of a card is easily the hardest part. A lot of people like to only look at statistics or to only look at what the card does and how it compares. The truth lies in the middle and unfortunately, half of it is devoid of math. When people consider stats, there are often arguments about how "stats aren't everything", which is disappointing. Sure, numbers may not show the full picture, but they don't lie and are not biased. So let's just summarize. In order to change cards the right amount, you first need to know what the right amount is. In other words, you need to know how weak or strong a card is and what change would bring it to a good medium. It's complicated, but here are some trends.
Nerfs are a little more effective than buffs because x% of a strong card is more stats than x% of a weak card. For example, if you nerf a card by 20%, you would need a 25% buff to bring it back to its old state. Ignoring this effect, here is what seems true after 4 years of balancing.
Let's move on to the good part. A roadmap is a list of cards that just mentions the net changes they require and possibly their management. I want my post to be more about changing cards right, not about judging them right. Damage and HitpointsThe most basic changes cards can receive.
Example: One year ago, Snowball was buffed from 127 to 139 damage. It changed no direct interactions. All it changed was spell cycling, so how was it a significant buff? Maybe you used skeletons, bats or spear goblins in your deck - with the help of Snowball, they would now destroy shields in only one attack. Maybe you used Knight - with Snowball, he would take one attack less to finish Barbarians. How about spells? With Poison, it now destroyed a Cannon Cart, and with Lightning, it now killed the Executioner. Or maybe even without direct interactions, in a tight situation, the extra 12 damage would prevent the Hog Rider from swinging at the tower with his last bits of HP.
Think of it like this: If a unit has a 100% potential and this potential is distributed around its hitpoints and its damage, then whenever you touch each of these aspects, you only touch their "market share" of the whole card. And once again, the values below are super made-up, I'm just trying to give an idea.
Hit speed and First attackAh, shit, here we go again. This is something no one ever gets right. People take the hit speed stat to heart way too much and forget how important the first attack is, which leads to mistakes. It doesn't help that it's a hidden stat in card info windows. Hit speed is a misnomer. It doesn't reflect how fast a card hits, but rather the time between attacks. But I will still call it "Hit speed" throughout the post.
Explanation: In one minute, a card with 1sec hit speed gets to shoot 60 times. A card with 1.2sec hit speed gets to shoot 50 times. This makes its DPS lower by 17%.
This is why a hit speed buff isn't necessarily as much a DPS reduction as people make it out to be. Most troops often change their targets. This is part of what went wrong with the Witch rework in Season 4. Her hit speed was reduced from 1sec to 1.4sec and it was mentioned as "-40%", but it actually was a 29% nerf. Moreover, her first attack remained the same instead of scaling down. These things helped Witch to appear weaker on paper than she really was.
The initial attack is a hidden stat that is crucial to determining the power of a card and not standardized in any way. So here is a list of the first attack stats of every card:
Multi-stage mechanicsI think that we can all agree that some cards are made of two or more parts. For example, Lumberjack is made of a troop and a rage bottle, and Barbarian Barrel is made of a barbarian and a barrel. This can go more abstruse too, for example by considering the Wizard as made of "musketeer" and splash. Here, I will only consider the clear ones. So, what is the worth of the lumberjack and what is the worth of his rage? There are a few main things that determine the answers (and even then they are volatile). The main ones are:
From here, it is pretty self-explanatory. If we assume that Barbarian Barrel is "50% barbarian, 50% barrel", then giving the barrel an x % change would only be an x/2 % change to the whole card. And if we assume that Lumberjack is "75% troop, 25% spell", then an x % change to the troop would be a 3x/4 % change to the whole card. !!! Arbitrary values incoming !!! I discussed the cards with a few people to come up with a good distribution of their value. Here's a table of what we came up with.
ElixirElixir is one of the most unappreciated factors in balancing. It determines everything about a card's power and the impact it can have on the battlefield. So what do cost changes do?
Explanation: A card has x stats. At 3 elixir, you get 0.33x stats per elixir. At 4 elixir, you get 0.25x stats per elixir, which is 25% less. At 2 elixir, you get 0.5x stats per elixir, which is 50% more.
OtherThere are a lot of other stats that could be considered somewhat systematically, as well as some that cannot. I'll run over some of them.
Some examples: Let's see this in action!Let us run through some of the recent balances we can now evaluate, what went wrong and what went right. I will use the process from the post and what parts from it apply. Clash Royale cards are complicated and this doesn't always work, but when it does, it's an extremely useful framework that has very well worked for me to catch 100% of the simple changes gone wrong. So here are some examples, copied from u/Supercell_Drew's posts! Season 1: The Flood. Cannon rebalance (failed buff)
I remember the exact stats, so I will consider the tournament standard. Cannon's damage was buffed from 127 to 167, which is a 31.5% damage buff. The hit speed was actually nerfed by 20%. By multiplying the percentages, this was a 5% buff. But Cannon arguably became even weaker, so what went wrong then? Two things went wrong. First, it was not mentioned that Cannon's first attack would now take 0.6sec instead of 0.4sec. This is 0.1sec slower than a real 20% net change of hit speed and first attack. Second, this was a significant change of damage and as such the effect of wasted damage applies. These two effects squished the 5% DPS buff the card got and maybe even made it weaker. This exact thing failed the Elite Barbarians buff from the month before too. Their first attack was slowed down too much without notice. Season 1: The Flood. Goblin Cage buff (overbuff)
Sorta self-explanatory. The lifetime change is hard to gauge as a buff or nerf, but the effect of wasted damage was not nearly major enough to combat what was effectively a 25% net buff. Goblin Cage was busted in the following month. Season 2: Shipwrecked. Magic Archer buff (overbuff)
The damage buff was from 96 to 111, so 15.5%; the hit speed nerf was a 9% one. This nets to a 5% DPS buff. However, it was not mentioned that Magic Archer's first attack would now take 0.5sec instead of 0.6sec. If it scaled down with the reduced hit speed, it would be 0.17sec slower than it actually became. So the net buff was actually much more than 5%. As a result, Magic Archer turned from slightly weak to overpowered. Season 3: Abruptly ending the fisherman story in order to launch into fucking space and be legendary. Fisherman buff (overbuff)
The Fisherman is more of a composite card. When targeting something, he can attack or pull. Let's arbitrarily assign each of them as making up 50% of his potential. Fisherman's nerf was from 190 damage to 170, so technically a 10.5% damage nerf. It made up half of his potential but reduced the wasted damage effect, so I'll consider it a 5% nerf. In much the same way, I'll consider the emergency hitpoints nerf to be a 2% one. The change of elixir was a 33% buff plus extra versatility. So the total change was a ~25% buff. Fisherman became the strongest card. Since then, his hook became the main source of his potential and the changes to his stats in the following months barely dented him. Season 4: Shocktober. Wall Breakers buff (overbuff)
What was the balancing team thinking?! This is one of the only changes that I genuinely think Seth tried to push to be obscenely OP. Reducing their cost from 3 to 2 was a 50% buff plus further versatility. Their damage nerf was miscalculated and was actually 9% (440 to 400 damage). But their mass was increased, resulting in more connections. It balances at around a 60% net buff. They really were a very weak card and this made the buff less significant, but they did become obnoxious and it should have been clear. The nerf that was needed to bring them to their current state was a 25% net one (19% less damage, 25% less area). So, compared to their pre-buff state, the current Wall Breakers are around 21% stronger. And they are still pretty strong! Season 4: Shocktober. Elixir Golem nerf (too small)
This is a multi-phase card. At the time, each part had a dramatically different emphasis on DPS and hit points (blobs had double the hitspeed of the golem), which makes evaluating the change difficult. Here is a clue, however: Top ladder had several level 12 Elixir Golems before the change. Those had not only 9% fewer hitpoints, but also 9% less damage. It should have been clear that a bigger nerf was needed. Season 6: Clashmas. Knight buff (success)
The change was quite the perfect amount for a weak card that was consistently under a 40% win rate. Right now, Knight is in a very healthy position, although in the first meta he couldn't deal with the Elixir Golem in the way Valkyrie could. Season 8: Shooting into space again. Zappies rework (successful but not ideal?)
The damage buff is exactly 20%. The hit speed decrease is 20% but the first attack doesn't scale down with it. So there's a play of buffs and effects here.
It is pretty unclear whether the change was a buff or a nerf. ConclusionI just wanted to babble about something I found interesting, lol. Please appreciate my effort because this is probably my best and most unique contribution to the subreddit yet! - Mew Pur Pur [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||
Supercell hints at a balance change. EQ might affect underground Tesla!! Posted: 24 Feb 2020 03:55 AM PST
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Posted: 24 Feb 2020 02:55 AM PST
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Someone explain this abomination of a push Posted: 24 Feb 2020 01:46 PM PST
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Posted: 24 Feb 2020 12:26 PM PST
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Triple elixir is one of my favorite modes... Posted: 24 Feb 2020 05:01 PM PST
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Posted: 24 Feb 2020 05:22 PM PST
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[idea] DONATING LEGENDARY CARDS ONCE A MONTH Posted: 24 Feb 2020 04:28 PM PST I really like the token trading system but what about, just ONCE A MONTH, having the possibility of requesting/donating any legendary card you want? That would certainly motivate frequent players and newcomers. About this special legendary donating day, it could be the last day of the season so that everybody doesn't forget about it. Of course there should be some limits such as only being allowed to donate 3 legendary cards during that day. Let me know your opinions. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||
Closest game I've probably ever had Posted: 24 Feb 2020 05:44 AM PST
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EQ should cause Miner to surface early-- no reason, just think it's cool Posted: 24 Feb 2020 09:06 PM PST
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we love to see it (satisfying) Posted: 24 Feb 2020 08:20 PM PST
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Why making earthquake damage an underground tesla is a bad change and doesn't make sense Posted: 24 Feb 2020 02:39 PM PST If you haven't seen, Supercell is planning on making tesla susceptible to earthquake when it is underground, despite it being immune to all other spells in the game. I have one question to ask: why? First of all, tesla has a 6% usage rate and a 44% winrate in GCs, and earthquake has a 9% usage rate and 56% winrate. Keep in mind that Supercell's healthy range for a card is 45-55% winrate. It doesn't make any sense that they would implement a change that directly hurts a weak card and helps a strong card. Secondly, earthquake already counters buildings - it is a rock-paper-scissors style card. This change would just make it counter tesla even harder for no good reason. Wouldn't this change make Clash Royale more like rock paper scissors? Royaleapi has a useful tool where you can look at matchup data for decks. 2.9 xbow (the most popular tesla deck) loses to royal hogs earthquake (the most popular earthquake deck) 77.4% of the time. Imagine going into a match where the statistics say you have a 4/5 chance of losing. That's not fun at all. Also, earthquake affecting tesla creates an inconsistency in the game. Earthquake would be the only card in the game that can damage an underground tesla. There is no other situation in the game where 1 card affects another card differently than it affects other cards. The only thing that comes close is the bowler's knockback effect knocking back certain troops and not others. For those of you who think this change should be added so that the interaction between an underground tesla and an earthquake would be more like real life, I can assure you that you're wrong. Underground structures are generally considered safer than above-ground structures in an earthquake. Edit: I guess people are downvoting this only because they dislike tesla and don't see why the rock-paper-scissors effect of earthquake is so detrimental to the game. So far no one has come up with a good point as to why this change is a good idea. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||
The king as soon as I take out the princess tower Posted: 24 Feb 2020 10:08 PM PST
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Posted: 24 Feb 2020 09:06 PM PST I'm sure I'm not the only one getting pissed on the miner-WB magic archer meta. Its pretty annoying to deal with when they keep cycling to their miner and wall breakers and defend with MA. *WHY?*
*HOW?*
*WHAT WILL BE THE EFFECTS?*
>There will be no change in other key interactions. It will still 2 shot magic archer, and 3 shot fireballies like musketeer. *PROS*
*CONS*
Feel free to criticize, support or give your own views! Any other suggestions regarding this matter are welcome! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||
Why is the Tesla getting hit when it is clearly underground? Posted: 24 Feb 2020 01:15 PM PST
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Posted: 24 Feb 2020 07:50 PM PST
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Posted: 24 Feb 2020 06:53 PM PST This is my first post since 2018. I am so sick and tired of kids with zero brain cells joining 2v2s just to complete their challenges. I can not tell you how often I get people using decks with spells only or under 2 elixir decks and its so painfully obvious that they are not here to play but to just get their challenges over with. If you are one of those people: Please don't ruin my game and go into battles and ruin your opponents game not your teammates, your cups are less valuable than my time and passion in the game [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||
After popular demand, iv'e nerfed the skeleton dragon! (sorry for being an idiot) Posted: 24 Feb 2020 04:22 AM PST
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Shoutout to this guy! It took me like 15 matches for me to finally win! Posted: 24 Feb 2020 07:24 PM PST
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Posted: 24 Feb 2020 01:54 PM PST
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Giant snowball my favorite card. Any buffs, nerfs or improvements you guys can suggest. Posted: 24 Feb 2020 07:00 PM PST
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