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    Tuesday, April 21, 2020

    Clash Royale Daily Discussion 5/21-5/23: Elixir Golem and Battle Healer are back!(?)

    Clash Royale Daily Discussion 5/21-5/23: Elixir Golem and Battle Healer are back!(?)


    Daily Discussion 5/21-5/23: Elixir Golem and Battle Healer are back!(?)

    Posted: 21 Apr 2020 10:43 AM PDT

    The Elixir Golem, even after its many nerfes, rises again, along with Battle Healer.

    There have been many cards that have had their statistics completely flipped over the last month, due to their changes. Some of the prime examples can be Goblin Hut and Skeleton Barrel, receiving buffs, have all seen surges in usage and win rates, while other cards, like Magic Archer, have heavily suffered from their changes. However, there is a particular set of cards that have caught a lot of player's eyes in the last couple of weeks, and not in the most positive way. That is right, despite receiving 3 nerfs already in its short 7 month lifespam so far, Elixir Golem's usage and win rates are starting to rise once again! Not only that, but its partner in crime, the Battle Healer, has also seen a great surge in usage within the last couple weeks!

    What decks in particular are seen with these two cards?

    There are two decks in particular, both of which are even seen in the top 5 most used decks in the game according to Royale.api, are as following. (All stats are according to Royale.Api.

    E-Golem, Barb-Barrel, Battle Healer, Baby Drag, Earthquake, Goblin Hut, E-Dragon, and Tornado. (0.7% of all decks)

    Arrows, Battle Healer, E-Dragon, E-Golem, Night Witch, Heal Spirit, Inferno Dragon, and Rage (0.5% out of all decks)

    What is the importance of these decks?

    This is quite interesting for several reasons. Elixir Golem was, and still is, heavily known for being a hard to balance card, as well as being known as a relatively hated card within the Clash Royal Playerbase. Battle Healer is very important to look over, since Battle Healer is one of the last and only cards that was not immediately changed right after release, even though a large portion of the community called for a nerf to the character.

    But one of the more interesting notes, is that one of the decks uses a card that is heavily known to be Toxic. Rage. The Rage spell is known for being a low skill cap card. It is interesting to see such a card, known for having 0% usage rates in past metas, now finding a place in one of the most used decks in the game as of this moment.

    Discussion Questions:

    • What is your opinion about the Elixir Golem and Battle Healer?
      • Which card do you prefer?
      • Which card do you think is more susceptible to being nerfed or changed?
    • For Elixir Golem, are there any other cards you think works well with the card?
      • What other decks do you use with Elixir Golem?
        • Do you think Battle Healer is the reason for Elixir Golem's surge in popularity?
    • For Battle Healer, are there any other cards you think works well with the card?
      • What other decks do you use with Elixir Golem?
        • What other kinds of archetypes do you think Battle Healer works well in?

    -----------------------------------------------------------------------------------------------------------------------------------------------------

    With all of these questions, there is one more I would like to ask: Between Elixir Golem, and Battle Healer, which card would you prefer to be changed, and how?

    Please make sure to state:

    • Why you think your choice needs to be changed over the other
      • How you would change the card
      • Would it be a rework, or a nerf?

    View Poll

    submitted by /u/Sgt_Burns141
    [link] [comments]

    The best Clash Royale game ever!

    Posted: 21 Apr 2020 11:22 AM PDT

    The tornado is great the way it is

    Posted: 21 Apr 2020 05:57 PM PDT

    The new Goblin Hut in May. ������

    Posted: 21 Apr 2020 02:48 AM PDT

    Why not increase the size of the health bar of Bomber and decrease for Magic Archer? For bomber, it is more than it looks; for magic archer it less than it looks.

    Posted: 21 Apr 2020 07:14 AM PDT

    I love playing against predictable opponents

    Posted: 21 Apr 2020 10:33 AM PDT

    Firecracker can completely counter PEKKA

    Posted: 21 Apr 2020 03:07 PM PDT

    [Effort] Open Letter to Supercell - Lack of Gold/Cards: This Economy needs a serious Rework (numbers provided)!

    Posted: 21 Apr 2020 12:57 PM PDT

    Hey all,

    As we go through the month touted as "most gold ever given" I can't help but think that this is just something like a PR stunt making users think they are getting so much but let me put things in perspective for you of how bad the economy/cards still is....

    I won't bore you with all the calculations but this is what I pulled off RoyaleAPI:

    Required gold to max all cards in the game: 17,976,850 Gem Equivalent: 808,958 Legendary Required to max: 612 Epics Required to max: 10,422 Rares Required to max: 72,408 Commons Required to max: 249,236

    DISCLAIMER - Before I get into the calculations: YES I KNOW THEY MAY NOT BE EXACT to the decimal place, it is to demonstrate and give you a sense of what I am talking about.

    1. GOLD Gold has got to be one of the worst issue with this game, go look at your account right now. How many cards do you have available awaiting upgrade but with no gold to upgrade them.....30, 40, 50 cards? Now this season is considered as having the most gold ever but how much gold will you expect to really get? I am projecting approx 425-450k this season, even this estimate might be high (season pass purchased, war all the time, finishing all challenges, finish around 6000, and maxing season bank). We shouldn't technically include the global tournament number as the majority of players do not have the luxury of purchasing these rewards or did not do well enough (statistically speaking 5-5 is a 50/50 win rate).

    Let's round up and inflate the numbers for simplicity sake : Say we average 450k/month (pass purchased, challenges, max bank, max gold rush, with no global tournament reward etc...) -> 17,976,850/450,000 = 45 months.

    This means it will still take use 45 months to save up enough gold to max out our cards assuming that we can even maintain 450k each month! And that is at today's rate of gold accumulation, do not forget that we only recently started getting more gold; past beta players did not get anywhere close to 450k each month so even though some of you may be playing for 4 years, you probably still are experiencing a massive gold shortage.

    1. Cards You need 612 legendary cards to max out -> how impossible is this feat you say? Let's say you get 1 legendary/DAY (impossible but again inflating the number to show how ridiculous the economy is): 612/365 = 1.68 years just to max out legendary cards! How crazy is that, even with the assumption that we can get 1 legendary everyday it will still take us 1.68 years to get all the card stack to max.
    • Epic cards required to max is 10,422 -> Let's say we average 5 Epics/day (very optimistic?) -> 10,422/5 = 2,085 days to get all epic cards = 5.71 years to max

    I wont' talk about commons or rares as these are very feasible to get to max stack.

    CONCLUSION (why does this all matter?) Seth and Drew I hope you read this all and actually comment because in all the months you have never actually addressed any of the math that we have shown you time and time again about the games economy. You guys at Supercell know the economy is still ridiculous but still promote selling your pass as something that will get you exponentially further in the game when in the grand scheme of things it is only a drop in the bucket. We appreciate the better economy now compared to before but we are still so far away from it being viable for your average joe player.

    No I am not asking for free stuff, and yes I know you don't have to max all cards. But what this game is seriously lacking right now for 98% of players is any PROGRESSION or sense of ACCOMPLISHMENT due to how ridiculous this economy is. How many of use are stuck using one or two decks because quite simply we it takes months of card requests and saving up gold until we can get another viable deck....then what happens they NERF the crucial cards! I have been there as well where I feel like I am stuck in the same spot because quite simply the meta is changing WAY WAY faster than we can even keep up. The only people keeping up are content creators and Pros who have put thousands into their accounts and that can keep up to this ever changing Meta. We here at r/clashroyale are not these people; we are everyday average players that want to have fun with the game and get a sense of accomplishment and progression but how can we do that when it is so hard for us to get the resources to upgrade our cards.

    Has this ever happened to you, save up for months, request, trade for a certain "meta" cards and then BOOM; Supercell goes and kills the cards and now the deck you have been saving up for and trying to max is not viable! This is what having a more balanced economy does, if this scenario happens, you as a player are not as frustrated that you have wasted all your resources on a card that just gets killed. You can just swap out to another deck that you have ONLY IF we have the gold to upgrade these cards.

    Currently there is no real viable way to grind for gold like you have in Clash of Clans. You are truly limited. COC has introduced reduced build times, books that instantly upgrade buildings/troops the list goes on, anyone who plays COC will know what I mean. As Supercell keeps adding cards to the game, your resources and chests continue to get nerfed with nothing to really make up for it. At the end of the day yes Supercell has to make money but if a player has no intention to spend thousands on the game, making the game so hard to progress and upgrade cards will only frustrate them into quitting (it won't get them to all of a sudden spend thousands).....so why make it so difficult?

    Suggestions: Ability to grind out gold? Reduced troop upgrade costs? Comment below on what are solutions

    TLDR; Even with increased gold; there is still a massive shortage. Breakdown of what a gold/card shortage causes: - Lack of game progression, you are spending months upgrading a deck that may not even be meta by the time you are done - There is no way of grinding for gold if we just want to loot - Spend many resources to upgrade a card only to see it Nerfed/killed

    Stay Safe and have a good day everyone, if you agree with the post, you know what to do!

    Edit: I also will add that a lot of us in the community know about how lacking the resources are. There have been threads with thousands of upvotes just like mine stating the facts but Supercell never responds to this issue and the hype seems to fizzle out fast. We as a community need to keep pushing Supercell on this matter or else we will not be heard; look at some of the changes this community has sparked due to a constantly pushing supercell and not letting up, if you agree we as a community need to not let up on the poor economy of the game!

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

    Give Minions their range back

    Posted: 21 Apr 2020 01:07 PM PDT

    On July 2019, a balance update implemented a melee range standardization to all the melee cards. However, the minion cards(Minions, Minion Horde, Mega Minion), despite being ranged units, were also included in the changes.

    The three cards were changed from a range of 2 to 1.6 tiles, a 20% nerf. Ever since then, they have been slowly boxed out of the meta for multiple reasons.

    vs Splash

    The range nerf forces minions to attack in tighter formations. As they are closer to each other, they grant more potential value to enemy splash units.

    Whereas back then Baby Dragon would only hit 2~3 minions at once, it can now often splash an entire minion horde in a single hit.

    This makes defending with Minions harder as they would be killed in crossfire much more frequently, gaining no value at all.

    vs Win Cons

    The Minions' short range makes it easy for them to be outrun by their targets, especially against fast win conditions like Hog Rider, Skeleton Barrel and Wall Breakers.

    There has been more instances where the Minions couldn't even touch the units before the tower is damaged.

    On the specific case of Mega Minion vs Balloon, when knocked back by Giant Snowball, the Mega Minion will sometimes be stuck chasing the Balloon until it hits the tower, dealing hundreds of damage.

    vs Siege

    A less noticeable change, but significant nonetheless.

    Against certain offensive siege plants, the Minions could hit the Xbow/Mortar across the river while staying out of range from enemy towers.

    As their range becomes shorter, the enemy tower can now target the Minions when they attack the siege buildings.

    Whereas before the siege player had to use an anti-air card to stop the minions, they can now just distract them with ground units and let the tower take them out.

    vs The META

    In most competitive games, both Minions and Minion Horde had saw a slow decline in usage rate, whereas Mega Minion is clinging to its throne just for being special.

    While most of the older Minions/Minions decks are slowly going out of the meta, newer meta decks simply use Baby Dragon or Bats for aerial support instead.

    Revert the nerf

    Despite all the statements above, all three Minion cards, especially Mega Minion, are still viable in competitive play. However, there are benefits if they are used more.

    The Minions are decent counters to popular win conditions such as Graveyard, Lavahound as well as the fresh and OP Skeleton Barrel. They also soft counter popular cards such as Baby Dragon, Mini Pekka and Bomb Tower.

    In short, they counter the meta.

    Changing to their range back to where it was can boost their usage and give players a more balanced game.

    Give Minions their range back.

     

    Thanks for reading

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

    Who's that guy ?

    Posted: 21 Apr 2020 12:22 PM PDT

    The OPEN NOW button needs to be moved AND we need a confirmation.

    Posted: 21 Apr 2020 06:12 PM PDT

    A friend and I were messing around when I managed to place a building in the bottom right corner on my side with around 10 sec left. I remember this bug was a thing in 2016 and now it’s back.

    Posted: 21 Apr 2020 03:44 PM PDT

    [Effort Post] Theorizing what the Tornado rework will be

    Posted: 21 Apr 2020 11:27 AM PDT

    As I'm sure many of you are already aware, Supercell has revealed their intentions of reworking the tornado this upcoming season. The goal of this rework is "increasing the skill cap at the highest levels of play" while nerfing the strategy of "Tornado'ing any attack together with splash damage" as Seth put it. He also mention how tornado is "a single card counter to Hog Rider, Goblin Barrel, and Miner," which will likely be addressed in this rework.

    Of course, there's a ton of ways that they could theoretically rework the card. In this post, I intend to deduce what the most likely rework to the tornado is and what a rework of that sort would do to the card and the game. Note that this isn't so much what I hope they do to tornado, but what I expect them to do.

    With all of that, said, let's get analyzing:

    First, let's start by determining how likely it is that the tornado's cost will change. There are two ways it could be adjusted, obviously being a higher or a lower cost. A lower cost tornado, in my opinion, seems unlikely as I fail to see how that would make the card any more interesting. If the cost was lowered it would likely come at a large expense to either pull strength or radius, if not both. If that happens the card would be much less useful as king tower activations would be basically impossible and the card wouldn't be able to move troops far at all, essentially making the card useless.

    A higher cost, on the other hard, would only serve to make people upset and, while it would make the tornado + splash strategy more expensive and harder to pull off, the cost increase would likely come with massive stat buffs that would make the strategy much more effective, while king activations would be even more trivial. Because of this, I think it will stay at three cost.

    Another stat that many people are looking at is the damage. I've seen quite a few people on this sub theorize that the tornado rework might come with lower damage or even a removal of the damage entirely. However, I think that this won't happen. A rework implies at least one buff and at least one nerf, and if damage is the nerf it would come with a buff to some other stat like its duration or pull strength, which would be counter-intuitive to buff one of those without another nerf somewhere else as it would become even easier to group cards together.

    A damage increase, however, seems much more likely. Tornado's damage is by no means problematically high. If anything, increasing the damage might serve as a nerf to underleveled tornadoes as it would keep it from pulling skeletons from a graveyard to the king tower nearly as easily. After all, looking at their desire to keep tornado from being such a hard counter to the likes of goblin barrel, I think graveyard could be added to that list when an underleveled tornado is considered. Because of this, I think a damage buff is likely, making the card less level dependent and a bit more consistent.

    Duration and pull strength are also stats to consider. When the tornado was first released, its duration was three seconds with a much weaker pulling strength. When it was buffed to have its current pull strength they had to nerf the duration twice to two seconds to keep it more in line. Some have suggested that they might make the duration even shorter in exchange for an even stronger pull, but that does little to accomplish their goal. While it keeps troops bundled up for splashers for a shorter time, it gets them there much faster, basically making it a wash. Meanwhile, cards like goblin barrel will be much easier to pull to the king tower.

    Because of this, I think they might just do the opposite! A tornado that lasts a little longer with a weaker pull strength might be a fix to both the "nado + splash combo" and the "easy hog, miner, etc. counter" issues they mentioned at once. With that said, I think that a pull strength nerf and/or a duration buff are likely. (Keeping in mind that a longer duration means more damage.)

    Finally, there is the radius. The tornado has the largest radius of any spell at 5.5 tiles. Even the massive radius of rage is overshadowed by that of the tornado. The large radius also contributes to both of the major problems Seth mentioned, as even a small radius nerf would make pulling miner and hog rider to the king tower much more difficult, but not impossible. It also slightly nerfs the tornado-splasher synergy as it can't pull in troops from quite as far away, but given the bridge will funnel most troops close enough together for the tornado to reach this will not nerf that strategy a lot. Because of this, I think a radius nerf is possible.

    After analyzing the possible changes, I believe some combination of these things will be part of the rework:

    • More damage per tick (+)
    • Longer duration (+)
    • Less pull strength (-)
    • Smaller radius (-)

    Some noteworthy combos of these that I think are possible:

    • A damage buff with a weaker pull strength would be a simple but effective way of making both the splash synergy and king tower activations harder while giving the tornado a bit more to work with outside of its unique attributes
    • A longer duration and less pull strength would put it closer to the launch tornado, making both nerf-listed strategies possible, but require more skill and planning to pull off correctly.
    • Either of the above could be treated the same, but with a smaller radius on top, making king tower activations even harder and more skill-based.

    With all of this in mind, this is what I believe is going to be the rework:

    Tornado: Damage +7%, Duration +0.5s (total damage 140 -> 190), Pull Strength -15%

    This rework is the one that I believe solves most of what Seth views as issues, making king tower activations harder but not impossible due to a pull strength nerf, making troops harder to clump together thanks to the same. On top of that, the spell will be more of a presence with its increased damage and duration, now allowing it to again kill goblins. This, I believe, is the perfect balance between current tornado and launch tornado.

    Of course, I might be wrong, but based on my time playing the game and keeping track of balance changes this is what I think would be the best rework.

    So what do you think? Does this rework seem plausible, or will the devs completely subvert my expectations? Let me know what you think in the poll and tell me why with a comment. As always, if you read this far I thank you for reading and I wish you good luck in the Arena!

    EDIT: To anyone mentioning changing how the tornado pulls, I find that somewhat unlikely, especially the suggestion of making it a spiral pull. I say this because it would interact differently depending on the lane it is used in (similar to clone before its rework) or it may even cause the user to put themselves in a worse position if the enemy troops are spiraled closer to their tower. Not to say that it's impossible, but I personally don't see it happening.

    EDIT 2: An award!? I never got an award before!

    Poll: What rework do you believe is the most likely?

    View Poll

    submitted by /u/V-Man776
    [link] [comments]

    triple elixir goblin barrel clutch play - 58 tower health left

    Posted: 21 Apr 2020 03:37 PM PDT

    Though I played bad, I had a satisfying win

    Posted: 21 Apr 2020 08:53 PM PDT

    New card idea: Reflector (open to suggestions and/or questions)

    Posted: 21 Apr 2020 12:44 PM PDT

    I think we really need this thing. Like COC there should be a way to add a friend without using external masaging app.

    Posted: 21 Apr 2020 03:33 AM PDT

    Barb barrel kite

    Posted: 21 Apr 2020 04:35 PM PDT

    Rare request system

    Posted: 21 Apr 2020 07:24 PM PDT

    A lot of people have been pointing out that maxing a rare just based on donations takes way longer than a common. This is true and it really makes me wary about requesting rares because of how little progress you seem to make. However, a lot of people have been bringing up the fact that if you buffed rare requests to 8 you would get twice as much gold value. This is also true and could destabilize the CR economy. I have a solution.

    Double common cost in the shop and buff chest gold, then double the amount of rare you can get through donations.

    This solution makes total sense from SC's perspective and ours. It will increase the value of chests as the value of Epics and Legendaries will stay constant, which incentivizes buying gems or Pass Royale. It also will help us with maxing Rares, Epics, and Legendaries, and only increases the difficulty of maxing commons. Overall, this could help everyone out a lot. Chest gold doesn't have to be doubled but buffed a significant amount. I look forward to seeing you guy's thoughts on the subject.

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

    i havent done too many king tower activations, but this just felt clean

    Posted: 21 Apr 2020 02:36 PM PDT

    How I made the Goblin Hut Gang - Video Process - Made it in procreate in the iPad for 19 hrs +

    Posted: 21 Apr 2020 02:53 AM PDT

    Why is this still not removed?

    Posted: 21 Apr 2020 08:42 PM PDT

    [Reworked] Celebration for the 4th anniversary of CR by CR_PE7ER

    Posted: 21 Apr 2020 07:09 PM PDT

    Is this a scam?

    Posted: 21 Apr 2020 09:46 PM PDT

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