Clash Royale CONCEPT: If your teammate leaves the match, you can control their cards |
- CONCEPT: If your teammate leaves the match, you can control their cards
- So I played goblin hut mirror in 7x elexir
- New card idea:Elixir dragon (open to suggestions and/or questions) FOR CODE OJ
- Infinite Elixir
- Well shit. There goes my win. Thanks internet!
- I finally finished. 4 years strong and finally 100% Maxed and 100% star points upgraded. Much love and clash on!
- The history of clash royale
- It has now been over a year since the last game changing update to CR.
- It be like that
- Today I learned fisherman and hunters go hand in hand
- Sorry mid-ladder but its true...
- Prediction rocket on the inferno tower
- Mini Pekka Crying Emote! (Original concept by u/TaeKwonDerp)
- I am tired of CR (at this moment)
- Thank you, ice spirit
- Some possible changes? Credit to Legendaray
- [High Effort Post] Balance Changes Wishlist for May
- [EFFORT POST] Clash Statistical Reports - DM me your clash tag if you want me to track you
- Good old 8 Card Balance update Updates...
- I don't know if anybody else has thought of this solution to the "theres only one flying and splash damage troop" problem. Dragon from CoC should enter the arena.
- so my clan mate tied 3-3 in the elixer challenge...
- Eh... its different enough
- I really wish that the game would let us chose who to give the final battles to or at least hold people who miss them accountable somehow .
- Clash Royal May 2020 Balance Changes ideas.
CONCEPT: If your teammate leaves the match, you can control their cards Posted: 26 Apr 2020 01:54 PM PDT
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So I played goblin hut mirror in 7x elexir Posted: 26 Apr 2020 06:14 AM PDT
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New card idea:Elixir dragon (open to suggestions and/or questions) FOR CODE OJ Posted: 26 Apr 2020 09:52 AM PDT
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Posted: 26 Apr 2020 09:53 AM PDT
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Well shit. There goes my win. Thanks internet! Posted: 26 Apr 2020 04:25 AM PDT
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Posted: 26 Apr 2020 04:41 PM PDT
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Posted: 26 Apr 2020 12:29 AM PDT
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It has now been over a year since the last game changing update to CR. Posted: 26 Apr 2020 10:40 AM PDT The last update to fundamentally change how Royale is played was the trophy road update released April 19 of last year. Since then, there have been no new updates of FUNDAMENTAL importance to the game. The seasonal "Pass Royale" content is based on a subscription model and ultimately has no effect on gameplay whatsoever. Think about the huge impact this has had on the game. The latest 25 percent of clash royales lifespan has seen relatively little change in gameplay with the exception of new cards added here and there (and we all know how that went). I've been playing practically every day since release and even I'm starting to lose interest in the game at this point. I sincerely hope that the next big update that they've been teasing (hopefully clan wars rework) will revitalize the game and provide new gameplay that we've never seen before. PLEASE GET THE NEXT BIG UPDATE RIGHT! [link] [comments] | ||
Posted: 26 Apr 2020 08:26 PM PDT
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Today I learned fisherman and hunters go hand in hand Posted: 26 Apr 2020 12:35 PM PDT
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Sorry mid-ladder but its true... Posted: 26 Apr 2020 09:07 PM PDT
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Prediction rocket on the inferno tower Posted: 26 Apr 2020 07:43 PM PDT
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Mini Pekka Crying Emote! (Original concept by u/TaeKwonDerp) Posted: 26 Apr 2020 09:38 AM PDT
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I am tired of CR (at this moment) Posted: 26 Apr 2020 01:05 PM PDT If I want to play Classic Challenge: E-Golem, double dragon + Battle Healer. 7X challenge: E-Golem-only decks. Ladder: E Golem decks. Challenges: E Golem. I am tired of this. I used to hate Lavalloon + Clon, months ago. At this moment, I hate the Golem from the bottom of my soul. If this continues, I will leave. CR hasn't any fun at this moment. [link] [comments] | ||
Posted: 26 Apr 2020 10:14 AM PDT
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Some possible changes? Credit to Legendaray Posted: 26 Apr 2020 02:26 PM PDT | ||
[High Effort Post] Balance Changes Wishlist for May Posted: 26 Apr 2020 10:07 AM PDT First off, I want to credit u/ScholarlyGaming, because his Clash Royale Simulator has helped me a lot to test this changes. Second, all card use and win rates are extracted from royaleapi.com, from the last 7 days in Grand Challenge mode. Fixing inconsistencies and annoying features: Earthquake and Battle HealerEARTHQUAKE Use Rate: 20% Win Rate: 56%
Why? Since Earthquake is able to damage Tesla, its usage rates have skyrocketted to 20%. While all spells have 35% crown tower damage reduction, Earthquake has been different, with a reduction of only 25%. Instead of nerfing its troop/crown tower damage, I think the best option is to increase its regular damage but decrease the Building damage. Earthquake won't longer destroy buildings so easily, but it will now deal with Skeletons in 1sec (from 2sec), and will be able to eliminate Heal, Ice and the brand new Rage Spirit. BATTLE HEALER Use Rate: 10% Win Rate: 49%
Why? Statistically, the Battle Healer is a balanced card. However, she has a cool, yet quite annoying ability: her passive healing. This effect, combined with her high hitpoints, makes her frustrating to deal with, as it seems like you never eliminate her. With this change, she'll become less upsetting, while the promised hovering ability will compensate for the nerf. ReworksUse Rate: 5% Win Rate: 46% RAGE replaced for RAGE SPIRIT
- 5sec duration - 40% boost - 4 tile radius Why? Normally, Rage has underwhelming use and win statistics, but that deck with Elixir Golem has brought this spell to higher than normal use rates. However, I think Rage should become a more skillful card. The Heal Spirit rework turned out to work perfectly (with a healthy 12% use and 54% win rates), so I thought that the same process with Rage would work as well. It will cost 2 elixir as Rage Spell, and to make it different from the Heal Spirit, it will deal much more damage, enough to kill same-level Goblins. After death, it will cast a Rage effect that will be a liitle shorter and smaller than a regular Rage, but will boost a bit more. LUMBERJACK Use Rate: 4% Win Rate: 40%
Why? To keep consistency, also Lumberjack will benefit more from this kind of Rage to the previous one (Bigger radius and duration isn't needed, but a bigger boost will help). WIZARD Use Rate: 2% Win Rate: 18%
Why? Wizard has insanely low use and win rates in Grand Challenges (Tournament Standard), but many people call it overpowered in ladder. This is because it's often overlevelled, but the truth is that it isn't quite a good card. For 5 elixir, it offers low hitpoints, that make the 4-elixir Baby Dragon overshadow him. A cost reduction, combined with a DPS and splash radius decrease, will make him more competitive, and will be a replace for Musketeer or Baby Dragon in certain decks. FIRE SPIRITS Use Rate: 1% Win Rate: 25%
Why? Fire Spirits have been having abysmal use and win rates for a long while. A range increase will make them have the same as other spirits. Also, reducing the count but increasing the total damage to be enough to kill Barbarians will make them more efficient, as usually one of the three spirits would target the same unit as the other two, resulting in wasted damage. Hopefully this rework will make them a better crowd controller. Smaller changesWITCH Use Rate: 1% Win Rate: 11%
Why? In spite of the millions of times the Witch has been balanced, reworked or whatever, she has ended either too OP or too UP. I think the current concept of Witch is OK, but she needs a few adjusments. Spawning the first wave of Skeletons faster will enable her to counter Princes and PEKKAs reactively, and a faster load time will allow her to deal with swarms better. ROYAL GHOST Use Rate: 2% Win Rate: 46%
Why? Royal Ghost has been roaming with little success in the Arena. Adding the hovering ability will open up new posibilities, and will standarize this abity to all troops that aren't quite flying nor walking. FURNACE Use Rate: 1% Win Rate: 32%
Why? With the new Fire Spirits, Furnace will receive quite a big buff,as one wave will deal much more damage than before. To compensate for that, its lifetime is being decreased by 15 seconds, making it lose 2 waves. However, a death spawn would make up for that, so the Furnace would only have one less wave. This change could make the card more useful both in offence and defense, as one wave will deal with Zappies, Barbarians and Magic Archer. MAGIC ARCHER Use Rate: 1% Win Rate: 21%
Why? It's quite obvious that nerfing Magic Archer's range isn't the way. His range change is being reverted, but now, his arrow will deal less damage the farther it goes. This will add a whole new of gameplay, as well as making the card more interesting yet balanced. GOBLIN HUT Use Rate: 32% Win Rate: 53%
Why? With the recent buff, the Goblin Hut has become the strongest defense among all, beign able to defend almost everything. This hitpoint nerf will make it less strong against building-targeting units. FISHERMAN Use Rate: 0% Win Rate: 44%
Why? Fisherman is a card loaded with bugs, so that's the first thing that needs to be solved. Also, a lower charge time will enable him to be more efficient when played reactively. Optionally, ditching the slowdown effect and adding a hook damage will make him more intuitive, as new players may not understand wether it is the fish or the hook that slows down the enemies. ROYAL DELIVERY Use Rate: 0% Win Rate: 47%
Why? Royal Delivery doesn't bring what is supposed to be: a reliable defense. It is made for defending and not for supporting a push, but a card that takes three seconds (1sec deploy delay + 2 extra seconds) to land isn't a good idea for defense. Making it faster should make it better at defending incoming pushes. EXECUTIONER Use Rate: 3% Win Rate: 47%
Why? After the disaster of the fireball-throwing Executioner and its revert, it has gone back to depressing use and win rates. However, a longer range will enable him to defend more reliably, while not making him the old OP card we remember. THANK YOU for reading, if you have any idea, please comment it! [link] [comments] | ||
[EFFORT POST] Clash Statistical Reports - DM me your clash tag if you want me to track you Posted: 26 Apr 2020 10:19 AM PDT
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Good old 8 Card Balance update Updates... Posted: 26 Apr 2020 09:39 AM PDT Y'all remeber when like 6-8 cards got balanced each month. Why not do this again? Instead we get 3-4 of which at least two are fixing what was broken in the previous balance (ie this next set of hut and magic archer) Am I the only one that misses these bigger balances? I felt the meta shifted much more back then and each "season" of you will was more exciting then current day seasons in terms of gameplay. [link] [comments] | ||
Posted: 26 Apr 2020 01:50 PM PDT
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so my clan mate tied 3-3 in the elixer challenge... Posted: 26 Apr 2020 02:40 PM PDT
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Posted: 26 Apr 2020 09:26 PM PDT
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Posted: 26 Apr 2020 02:16 PM PDT
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Clash Royal May 2020 Balance Changes ideas. Posted: 26 Apr 2020 08:55 PM PDT Nerfs. Mini Pekka make initial attack slower by .02 Goblin Hut Make death spawn from 3-2 and nerf spawn speed from 4.5 to 5 Goblin hut is currently a very oppressive card right-now as it stockpiles spear gobs very quick even after death. So with this nerf it will be less stressful to kill all the spears gobs. Skeleton Barrel Either reduce Skeleton count from 7-6 or make reduce death damage by 15% I'm happy this card finally has a place in the game as it was only in 1 mega knight deck before hand but know it is a bit too powerful. It has found I place in many bait and control decks and it many of us get overwhelmed by it quite a bit. Tesla Make hitspeed 1.2 or reduce lifetime by 5 sec. from 35-30 Baby Dragon Reduce hitspeed from 1.5 to 1.6 or nerf hp by 7% and or nerf range to 2.5 Baby dragon is one of those cards that can fit in Almost any deck. Sure you can make the argument "there is no other flying splasher in the game" I get that but the baby dragon is a flying tank. It offers high hp medium damage and is pretty quick. Buffs Battleram Chargers quicker So currently battleram is really only useable in one deck (bridespam) but it rarely connect as the charge time takes ages to get going so with a little buff to charge time hopefully it would become viable again. Fisherman Grapple faster One of the most dead cards in the game, so I think buffing how fast it grapples enemy's to him would make him viable but I don't think op again. Fire spirits Increase from 3-4 maybe nerf damage by a bit Fire spirits have always been cool but they never finish the job on enemy's so with another 1 they can support better and defend much better. Royal delivery Faster drop time or add 1 more royal recruit Cool design bad execution, since it's a vary situation card and the time you drop it the enemy's are most likely out of the way so making it drop faster would guarantee damage. Goblin Giant Faster initial hit Goblin gaint sparky is a very good deck but the problem with gg is that when he gets to your tower it feels like an hour before or he attacks so this would fix that. [link] [comments] |
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