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    Clash Royale Balance Changes for Season 11 (May 2020) - Clash Royale

    Clash Royale Balance Changes for Season 11 (May 2020) - Clash Royale


    Balance Changes for Season 11 (May 2020) - Clash Royale

    Posted: 01 May 2020 07:03 AM PDT

    Clash Royale Fusion #1 - Mini Pekka and Elixir Golem

    Posted: 01 May 2020 03:55 PM PDT

    Season 11 Balances in Action!

    Posted: 01 May 2020 08:22 AM PDT

    I ❤️ Firecracker

    Posted: 01 May 2020 05:51 AM PDT

    For those who don't know, this golden dragon is actually the final boss of clash of clans goblin base

    Posted: 01 May 2020 08:51 AM PDT

    How supercell deal with their cards

    Posted: 01 May 2020 08:43 PM PDT

    New arena?

    Posted: 01 May 2020 12:18 AM PDT

    Royale delivery needed a buff but I think the wrong stat was buffed. The reason why the card has a 0% usage rate is because of its unrealistic deploy time. It's not worth using is it cant kill a goblin barrel or many other swarms in time. Does anyone else agree with me?

    Posted: 01 May 2020 07:29 AM PDT

    What was that? Tornado trapped balloon

    Posted: 01 May 2020 06:40 PM PDT

    Can anyone answer this? Re collection cards of clans with less war participants vs clans with more participants?

    Posted: 01 May 2020 07:51 PM PDT

    Closest Clutch of My Life

    Posted: 01 May 2020 04:05 PM PDT

    [EFFORT POST] Season 11 Analysis: Balance Changes and Season Changes!

    Posted: 01 May 2020 11:45 AM PDT

    Hello everyone, J.Corby here. After the success of my First Season analysis Post, I decided that I'll do it again and probably make this a regular series on my account (thank you all for the support, it is all appreciated)! So same rules as last time: Analyze any and all info seen in the update (mainly the Balance Changes, and boy I got something say for all of them this time). So, without further ado, let's get to it!

    SECTION 1: SEASON CHANGES

    •I honestly really like the design of the Arena. The road looking like scales is nice and Dragon head in the background is a nice touch. To anyone who has/does play(ed) Clash of Clan, they will know that this is the Golden Dragon from the final Story Campaign level in that game. Does this relate to the big Client Update coming in June (highly likely coming in June now)?! Who knows, but I like it.

    • I also really like the new Tower Skin for Pass Royale. The Princess Towers look like Dragon Eggs which is a nice touch and the King Tower's eye in the Middle is just really cool. Probably one of the best Tower Skins I seen (Season 3 is still my Favorite imo, which one is your favorite and why?)

    • The emotes are also really well made! For the Inferno Dragon, it's simple and shows what the Inferno Dragon does, it even looks like it is being stunned (maybe by the sneezing Electro Dragon?), which is a nice touch. Lava Hound Emote is pretty much perfect, splitting into Lava Pups is genius (now we need a Stone Faced Golem splinting into Golemites and then both of them smile or something). The FREE 10th Supercell Anniversary King Emote (happy Anniversary Supercell!) is kinda lacking, shouldn't be more celebratory? But it's a nice emote thats free and adds to the limited King Collection (I'm happy they added a old Sound effect for the Happy King Emote, that's a good move on their end). And the Knight Emote (on Pass Royale) is PERFECT! Finally we have a "phew" emote for when we get a last minute win or defend a massive push. Overall the emotes are great this Season, well done Clash Royale!

    Ignoring the Balance Changes, I give this update a 9/10, just a good update with good designs of the Skin and Emotes! But this is WITHOUT the Balance Changes, let's just say the score is a bit lower when we add the Balance Changes. Let me explain.

    SECTION 2: BALANCE CHANGES

    ~Tornado~: Duration Reduced to 1 Second (from 2 Seconds), Pull Strength Doubled, Damages Buildings and Damages Crown Towers at 35% (49 Damage from 0 for both)

    • Okay, I was not expecting a change like this, and I am kinda iffy on this change. This fixes the issues that Supercell wanted to fix: Too much area Control and ability to shut down Pushes with Splash Cards. The Shorter Duration makes it harder for:

    1. Splashers to hit all the Cards in the area

    2. Deny Area for the opponent.

    •The DPS Change is nice because swarm Troops like Skeletons and Spear Goblins will die Faster (though I would Change it to 2 Ticks of 70 Damage instead of 4 Ticks of 35 Damage to kill them even Faster, but that's just me). But the Double Pull Strength is... alarming at best. Looking at Gameplay by Clash With Shane, it looks like can't pull NEARLY as much as before; Balloons Don't even come close to getting pulled and Golems don't move at all basically! I think that this is just that the Double Pull Strength is not implemented yet. If this is the new Pull Strength however, then I don't think Tornado is going to fair well in the Meta.

    • The Change to Damage Buildings is a Double-Edged Sword: One one hand if you need to Damage the Crown Tower a tiny bit and don't have a Small Spell or Big Spell in hand, Tornado it and you win! It also can be used to damage regular Buildings and support offensive pushes. But it can now activate the King Tower in your Opponent's side if you misplace it.

    • Overall: I think Supercell did a good job of Nerfing it whiling giving it some new Utility to not be completely dead (unless it has the Pull Strength as seen in the Development Build Gameplay). Well done!

    ~Royal Delivery~: Damage buffed to 404 (from 318)

    • No, just no. This is NOT what the Royal Delivery needed to become a better Card! This changes literally only 3 Intersections from what I See:

    1. Killing Bomber (he shouldn't have that much HP anyways, check my recent Fixing Cards post to see what I mean), but when is there just a lone Bomber that you NEED to defend?

    2. Killing Support Troops with 1-3 Hits after being Hit by the Delivery

    • These admittedly are big changes and make it stronger, but who cares about killing things if you are so slow that it might miss your intended Target! The fact that you can only place it on your side of the Arena also limits where you can even get value on defense from this Card. I don't understand why they did not just Make the Spawn time 1.5-2.0 Seconds (from 3.0 Seconds), or at the very least made it able to be spawned partially on the other side of the Arena (not completely though like Zap or something)! I'm not happy with this change Supercell should really consider rethinking how they Balance this Card

    ~Battle Healer~: HP nerfed to 1425 (from 1584)

    • This change is a 50/50 for me. It fixes one issue the Card has: Tanking a lot of stuff, but it also leaves an even bigger issue left alone: Being able to heal back all of her HP Lost easily. She now Dies to Rocket plus Barbarian Barrel (less than Knight) and overall dies faster.

    • I believe the HP nerf is Solid, but Battle Healer will still be able to Heal up all her Damage take because of her Passive Healing and actively Healing when attacking. And since she is getting the Hover mechanic in the June Update, she's going to be POSSIBLY as strong as she is now by then.

    I think they need to get rid of her Passive Healing and buff her HP back slightly (to match Knight exactly) to get the best of Both Worlds: Being able to directly take out easier while Also not being able to heal herself completely as easily as before. A decent change, but not Ideal in my eyes

    ~Baby Dragon~: HP nerfed to 957 (from 1024)

    • Another 50/50 change in my books. It fixes 1 issue: being too strong, but it also leaves an even bigger issue left alone: being hard to distract. The HP Nerf now makes him die to a Lightning 1 level higher than it (instead of 2). This is a noticeable change and will overall make him die in 1-2 less hits from most things.

    However I think that they could of of done a different change that overall fixes Baby Dragon more than just a HP nerf: a larger Sight Radius (now easy or hard it is to distract a Troops). What this does is allow Baby Dragon to be kited more easily and thats how it would be easier to take out, instead of directly making it weaker. So, I propose we increase Its sight range by 1.0-1.5 Tiles and increase HP (either partially or fully). This change is better than Battle Healers, but I still think they just missed the mark on balancing this flying adorable menace.

    ~Magic Archer~: Range Buffed to 7.0 Tiles (from 6.0 Tiles), HP nerfed to 441 (from 49)

    • And now another 50/50 change, interesting. I think we can all agree that buffing the Range back to what it was (or at the very least 6.5 Tiles), was coming after how much her dropped out of the Meta. But the nerf he revive to compensate is definitely not what we expected. We were all expecting Crown Tower Damage at 35% (from 111 to 39 in the Crown Tower), but got this instead. The thing is though: Health was not the issue of Magic Archer: it's how much Damage he got when Tower Sniping!

    • Think about it, if left Ignored, Magic Archer manages to get over 1000 damage in the Princess Tower if the manage to do a proper Tower Snipe. This HP Nerf does nothing realistically; 1 Less Skeletons Hit to Take him out, big whoop. That leads to around 800-900 damage on Princess Tower, that's still ridiculous! If here to have gotten the Crown Tower Damage however, then the damage would be closer to 100-400 Damage, definitely a better number to handle.

    • Supercell is going in the right direction with buffing his range back to former glory, but he will be just as String as before because he did not get a Crown Tower Damage Nerf.

    ~Mini Pekka~: Range Nerfed to Melee Short/0.8 Tiles (from Melee Medium/1.2 Tiles)

    • Finally; a change that's not 50/50 in my eyes! This change is pretty spot on: Mini Pekka just out reached a lot of things, such as fleeing Hog Riders, Royal Hogs, etc. This Change will require you to place Mini Pekka Closer to the opposing Troops to make sure he will hit them without possibly having to follow them a tiny bit (due to the range Nerf). Though I do think Nerfing the HP slightly to match his crazy counterpart, Lumberjack, this is definitely a great change and was well deserved for the pancake loving robot.

    ~Goblin Cage~: Goblin Brawler's Damage buffed to 280 (from 264)

    • And back to the 50/50 Changes, thought this one is different. The issue with Goblin Cage is that after it defends, it is almost no Threat on the Counterattack, which it used to be before it got its Movement Speed Nerf. This change does make it slightly better on defense (which it did need), but now it's still almost no threat on offense.

    • The only noticeable interactions changes are that it 1 Shots Wall Breakers (pointless because the Wall Breakers will just get distracted by the Cage itself), and it 2 Shots Barbarians (while interesting, it won't have much impact on games). So what can we do instead to make it better on Defense and actually be a threat on offense. Well, he is angry that he is stuck in a cage, so why not make him spawned RAGED!!!

    • Specifically, one we get a rework to have. Constant Rage Duration at all Levels of Play (for Rage "Spell" and Lumberjack", we just add the Rage Effect to Goblin Brawler once he spawns from the Cage, making him hit and move faster on defense and then be a small threat on offense until he cools off a bit (after the Duration runs out). This fixes many issues that Goblin Cage has and it would bring back this Card to its Former Glory.

    ~Earthquake~: Damage Buffed to 68 (from 61), Building damage now 204 (from 244).

    • And now for undoubtedly my favorite change in this list! This Card was the definition of RPS (Rock-Paper-Scissors); Being able to completely stop Decks with Buildings, but be absolutely terrible against decks with no Building. This change makes it a little bit more of a Versatile Card: Being able to Take Out Skeletons in 1 Tick and being able to take out Spirits and Shields in 3 Ticks! But now does not completely take out Weak buildings and only dent the rest (because there's no more "tanky" buildings anymore. More in that later). I'm definitely going to give this Card a shot now because of how it's now versatile enough to feel like it's too much of a risk! Honestly a perfect change (except it does not really need to Hit Tesla's Underground, it's pointless).

    ~Spawner Buildings~: Barbarian Hut: HP Nerfed to 1453 (from 1804), Goblin Hut: HP Nerfed to 884 (from 1293), and Furnace: HP Nerfed to 884 (from 1003)

    • 🦀🦀 SPAWNERS ARE DEAD 🦀🦀 But In all seriousness, why? Who in the name of the Llecrepus (made up god of the Clash Universe) thought that the Spawners needed Nerfs THIS BAD?! I can Kinda understand Goblin Hut and Furnace; one was very strong and the other is very likely to aDeath Spawn Rework like the other Spawners (among with maybe a rework to Fire Spirits?!), but Barbarian Hut?! It did not deserve this at all! I have a feeling that Supercell has a reason for doing this, and it has to do for the big June Update coming soon! While we can all agree that Spawners shouldn't be very strong, it does not mean they should just not be viable at all! But, let's just wait and see what happens for this month, and what it could hint to into the future.

    So Overall: With these Changes into account now, I give the update a 7/10, not bad, but definitely can be better. What do you guys think of the Update and the Balance Changes? Like them? Hate them? Why? I hope that the June Update does meet others expectations though, I'm worried about this game. Clash on y'all!

    submitted by /u/JCorby17
    [link] [comments]

    This didn’t age well.

    Posted: 01 May 2020 07:24 AM PDT

    Reworked Tornado (Dev Build) does not pull with 200% strength. The Miner in the ss should be pulled to the green tile but only reaches the red. This applies to many cards.

    Posted: 01 May 2020 08:51 AM PDT

    100% of flying splash troops get HP nerf...again

    Posted: 01 May 2020 01:24 PM PDT

    Can we have a reasonable discussion about my belief that the api stats for Baby Dragon do not accurately represent the use of the card but instead represent the desire for a flying splash troop?

    Baby Dragon continues to be a high-use card which leads some to believe that it is unbalanced or overpowered and requires a nerf (which seems to be continually happening).

    I personally use the card and find it to be rather underwhelming (even before the most recent nerf), but I feel the need to have a flying splash troop in my air deck...and that card is the only option available to me.

    Looking at the ground troops that have splash air damage, we have EXE, Firecracker, Heal Spirit, Ice Spirit, Ice Wizard, Princess, Fire Spirits, Furnace, Wizard, Magic Archer, Witch, and Hunter. All of these troops have different skill/abilities that make them unique, but they also all share one common trait - splash air troops.

    Looking at the air troops that have splash damage, we have ... baby dragon.Which everyone receives at the beginning.

    To begin with, I think that it's reasonable to expect that the baby dragon would have a high use rate when considering it's one of the first cards in the game (therefore EVERYONE has it), and additionally considering that there is no replacement for it.

    Secondly, regarding Baby Dragon's success rate, we should acknowledge that it is used in many different deck styles...frankly too many to mention here...which would lead me to believe that the high win rate attributed to the card is very likely coming from the power of the deck style that the Baby Dragon would support. ...having OTHER air splash troops in the game would then give reasonable metrics as to the efficacy of the actual Baby Dragon...instead of merely the efficacy of an air splash troop supporting every single deck.

    But lastly, I find it lazy for Supercell to neglect the desire for a flying splash troop and to only respond with continual nerf...based on some numbers that don't accurately represent the usage of the card itself and instead represent the desire for a flying splash troop. Many people have posted suggestions for air splash troops -- I mean, I can think of several unique ideas right now -- that have gone unnoticed, and yet instead Baby Dragon gets another nerf. There's nothing like a flying firecracker. There's nothing remotely similar to a flying Magic Archer. I mean, heck, I could come up with a frikkin flying saucer that does a 1.5 tile 360° radius glow that damages troops every 1.25 seconds. Totally brand new, unique card. I'd throw that in my deck instead of Baby Dragon if it existed. Or even one that can only splash air... But instead, add me to the list of people that up the usage statistic of the card...which ultimately (in some odd universe) determines that the card itself requires a nerf.

    I think mathematically, if one were to combine all the ground -> air splash troops and factor the usage of "the desire for a ground -> air splash troop", the number would likely far surpass that of the baby dragon. Does that mean that every ground -> air splash troop is overused / overpowered and require quarterly nerfs?

    I'd love to hear some reasonable and thought-out discussion on it.

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

    The new arena looks sick!

    Posted: 01 May 2020 05:45 AM PDT

    That is a good girl.

    Posted: 01 May 2020 06:32 PM PDT

    New emotes season 11!

    Posted: 01 May 2020 07:06 AM PDT

    I matched with the same guy in all 3 of my collection day battles

    Posted: 01 May 2020 08:35 PM PDT

    Everyone is talking about the tornado and the baby dragon nerf, but am I the only one who was surprised by the furnace nerf?

    Posted: 01 May 2020 09:33 PM PDT

    I know that this nerf was to match the interactions with the earthquake spell, but right now furnace has a 1% use rate and 24% win rate in grand challenges. I thought when they said that the furnace will get a hp nerf I thought they would add a couple firespirits spawning after the furnace is destroyed, but nothing like that happened. Now this card will be used even less than before, due to the vulnerability to spells. I honestly think that supercell should add some compensation buff to the furnace.

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

    Biggest Clutch of my life (Posted again cuz the other one was bad quality)

    Posted: 01 May 2020 07:39 PM PDT

    Seriously?

    Posted: 01 May 2020 09:53 AM PDT

    The tornado change is awful, I’m so happy that we’re going to have to deal with it being awful until next patch notes.

    Posted: 01 May 2020 09:09 PM PDT

    It literally sucks after the patch, and it's because it doesn't even work now. Can't wait til they do some other change to it to make it halfway decent again in 3 months.

    Personally as a wall breaker main, wallbreakers are damn overpowered. I can just place at bridge instantly and if they don't have log or a higher level Ice spirit than my breakers, they are forced to take damage or take a negative elixir trade. Wallbreakers should probably do 1k damage, have slower speed, a little more health, and cost 3 elixer. I'm glad they don't though so I can abuse them.

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

    Coincidence? I think not ...

    Posted: 01 May 2020 07:55 PM PDT

    I always get confused when I see a high level player around my trophy range and then they do something like this as their first move...

    Posted: 01 May 2020 04:27 PM PDT

    Clutch overtime win to get me into Master III

    Posted: 01 May 2020 07:29 PM PDT

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