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    Saturday, May 30, 2020

    Clash Royale Night Witch art by me :) [OC]

    Clash Royale Night Witch art by me :) [OC]


    Night Witch art by me :) [OC]

    Posted: 30 May 2020 02:18 PM PDT

    Cursed guard with eyes

    Posted: 30 May 2020 08:21 PM PDT

    Begging Royal Hog emote, made by me

    Posted: 30 May 2020 05:27 AM PDT

    It’s supposed to be spelled “princes”. Literally unplayable.

    Posted: 30 May 2020 07:32 AM PDT

    Mega Knight Emote, Me, 2020

    Posted: 30 May 2020 08:59 AM PDT

    We've been bamboozled [meme]

    Posted: 30 May 2020 03:21 PM PDT

    [EFFORT POST] Season 12 Analysis: Skeleton Dragons, Balance Changes, Season Changes, and the Future of Clash Royale! (Note: These are my thoughts before any playtesting, take my words with a grain, or cup of Salt!)

    Posted: 30 May 2020 02:08 PM PDT

    Hello Everyone, JC here. And today is probably one of the most conflicted feeling days I ever felt in my life. Part of me is very hopeful and excited for the Big Should have been June July Update coming, with seemingly a MASSIVE Clan Wars Rework, lots of QoL changes, and actual Lore?! But that is for next Season, or maybe the next one, sadly. For this Season however, we have A New Card, Season and Balance Changes, and the future of Clash Royale to discuss. Let's get to it then, shall we?

    PART 1: SKELETON DRAGONS

    • For being a pair of dead Dragons which are somehow inside the Prince's Wet Dream Paradise, I was expecting a little more. Though they do act as a real substitute for Baby Dragon in some niche scenarios, they are not as viable as you think they would be. Here's why:

    1) Their Splash Radius and HP is so small that being split is a hindrance their versatility and viability (except for Fireball Bait, more on that later). Together, it's basically a slightly less HP Baby Dragon with double the DPS, which is cool. But when Split (or on defense in general), they have minimal to no defensive play due to how frail they are, how their DPS is average, and how their Splash Radius is the Second smallest in the game (After Hunter, Firecracker, and Technically Magic Archer at ~0.3 Tiles) at 0.5 Tiles. Thy just don't have the stats to back up using them unless it's in Fireball Bait (which is already getting a big Buff because of 3 Muskies, but more on them later), which is solid on the meta now. Who knows though, maybe they are better than we think, so we have to wait and see with these flying pile of bones.

    2) What we can't ignore however is how un-creative the design is of the Card. To quote Seth himself in the most recent TV Royale, he said that "An easy way to think of Skeleton Dragons is for 4 Cost, you are getting a Baby Dragon cut in Half". And looking at the gameplay, it's true. When played together, it's basically a Baby Dragon with Less HP and Double the DPS. I get it, they are working really hard on the Big Should have been June July Update, but they could have been at least a tiny bit more unique. Like, respawing after 5-10 seconds after death if thier "Bone Pile" is not destroyed or something. They just lack the uniqueness and stats to have their own role (again, except in Fireball Bait Decks)

    • As I said before, besides being a substitute For Baby Dragon in some niche Decks, I'm not sure if this Card will be Viable or just even Okay. We have to wait and see though. I have to admit, however, that I like the inspiration for the Card. They said that they Combined the mechanics of a Beta Minion (Troop from Clash of Clans that had more Range than a Minion) with the Design of the old Skeleton Dragon. But now is not the time to talk about Card Ideas, now it's time to talk about Balance Changes!

    PART 2: BALANCE CHANGES

    ~Prince~: HP Buffed From 1615 to 1664: Of course the narcissistic Prince Andrew (the canon name of him, like how the Fishermen is named Maurice. Hope he gets his confirmed buff someday) would make himself stronger when inside his own dream. Besides the point, this is a good buff. It will make him more versatile as a Mini Tank and Offesive Tank Killer just by a tiny bit.

    I personally wouldn't have buffed him this way, but that's fine. I do think it will increase use and win rates slightly, but not by much. Solid change.

    ~Royal Delivery~: Damage Nerfed from 402 to 362): Another Solid Change on Supercell's end. To think that one Damage buff can make something so slow and weak become something so strong and downright broken at times!

    While I personally feel it still should spawn faster with some other changes, I think that this a good nerf to balance it out, but just make the damage 360 to be a little more consistent and it will be absolutely perfect. Good job Supercell!

    ~Earthquake~: Reworked Slowness Effect by 35% into a "Snare" Effect at 50%: This change is... interesting to say the least. One one hand it just makes more sense that it could cause Snare (making only Movement Speed slower by a bigger amount) instead of Slowness (making Movement Speed and Hitspeed slower by a smaller amount), since earthquakes do make you wobbly and make it harder to move, but you can still move your hands, or attack the same as before (technically).

    But, now this change is weaker against troops and buildings: since troops will likely be placed close enough to opposing Troops to not have to be slowed by the snare effect. Only if the opponent makes a mistake in Troop Placement is where this new change will be useful. Also, it's inconsistent with Ram Rider's snare at 85%. This is a good small nerf to Earthquake, but I feel the Percentage/Effect Power will have to be standardized to like 65% and the Cards will get other changes to make up for the buff/nerf. Overall, good yet funky change, will still be viable.

    ~Bomb Tower~: Lifetime Nerf from 35 to 25 Seconds: And now for a controversial change. I think that this change is a little too harsh for Bomb Tower, it dies much quicker now even if it's supposed to be a "Tanky Building".

    I do agree that this change does address how defensive it is, but I think it could of been done better. Such as Nerfing Lifetime to 30 Second and to Nerfing HP to 1000/1110 HP, still tanky, but not as much. And the 30 Second lifetime is more consistent with other Buildings. Besides personally disagreeing with the change, it's a good nerf to hinder its defensive play while still stopping pushes on defense.

    ~Staggered Deploy Time Standardization~: All Cards that spawn more than 1 Troop will now have a 0.1 Second Staggered Deploy Time (Excluding Skeletons and Skeleton Army): Now this is getting me excited! In my previous post, I suggest that Supercell is starting to make changes to Standardize Stats in game (with evidence and examples of how they can do it, check it out after this), and I was right! Drew even responded and said that the post was great and they are indeed starting to standardize more stats, he even forwarded it to Seth To see if my Standardizations are balanced! For the changes itself, all Cards that Spawn 2+ Troops got slightly Nerfed, but it's not that big a deal. The exceptions however are 3 Muskies, Goblin Gang and Minions: 3 Muskies are now basically Meta with this change (From 0.5 Staggered Deploy) whole Goblin Gang and Minions got a nice buff that was not needed but won't affect much. I love that Supercell is now starting to Standardize Stats, even if it's 1 at a time, so this is an excellent change. I wonder what stat will be next?

    PART 3: SEASON CHANGES

    • Now for the usual stuff in Season Updates, Dream world style. The tower skin is what you expect of a happy dream world with a cloudy aesthetic and some colored highlights. Not the best skin, but it's nice. The exclusive emote it's kinda funny and can be used for BM, but it's nothing special. The Dark Prince is crying because he is not in his own dream world (yet?!), and it's a solid emote. Lastly, the pony. Just saying, it's a great emote. It's simple and it looks good, I like it.

    PART 4: THE FUTURE OF CLASH ROYALE

    • And now for the most important part of this Season Analysis: The Future, and it's not looking too bright for it. With the Update conformed to still be in development, being very likely to come in July at Least but more likely August, it definitely bummed out the fan base a lot and caused a hit in the player base. While I agree with Supercell on making this the best update they can (and how "Vorona Cirus" delayed the), I think that this is long enough. If the update is not out by July or August at the Latest, the game will take an even bigger hit than it has before.

    I'm worried about the game dying: I love it so much and it's creative and fun, it does not deserve to die. What it needs to really bring the fan base back (besides a Clan Wars Rework and QoL Changes which are confirmed coming in the AMA/FAQ posted yesterday) is a new Game Mode that's not "haha, tell and back go spawn spawn" (Spawner Challenges) and more ways of increasing progression without paying a lot of money or being active 24/7.

    The AMA/FAQ released yesterday by u/Supercell_Drew gives us insight on why they are taking so long on the update, some stuff that's coming, and is overall a breath of fresh air to finally get some communication coming from the creators of the game we love. Please comment your questions on it, if it gets a lot of upvotes it will be answered it might help our community figure what's going on behind the scenes of Clash Royale.

    ~So there we have it.~ Honeslty, this update is pretty good, for being a major letdown of there being now Big Update coming out now. The Skeleton Dragons, while simple and un-unique, will slightly diversify Deck building and is a viable substitute to Baby Dragon. Balance Changes are soild, just not fully on the Dot. Season Changes are bland-ish, but to be expected. And the Future of Clash Royale May seem dark, but there is always a light ahead of the tunnel; and I think Supercell is making sure we see that light by July-August. Let's hope for the best! 6.5/10 Update.

    • Do you guys like the Update? What are your thoughts on the New Card, Balance Changes, Season Changes, and Clash Royale's Future? What would you like to see in the upcoming Big Update and why? Have a nice day everyone and Clash On!

    submitted by /u/JCorby17
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    I took the risk... and it paid off with a free 8 elixir!

    Posted: 30 May 2020 01:20 PM PDT

    Who remembers the April Fools Update In Clash Royale?

    Posted: 30 May 2020 06:08 PM PDT

    We should get more special challenges this month since the big update is delayed again for the time being!

    Posted: 30 May 2020 11:34 AM PDT

    [idea]New game mode: Princess on vacation.

    Posted: 30 May 2020 09:41 AM PDT

    So Princesses from the towers went on vacation leaving the towers unguarded. You can put a couple of troops from your deck in the towers which will stay on the tower for a fixed amount of time(say 30-40secs) after that they will be released on the battlefield leaving the positions empty for new troops. Elixir generation can be ramped up or made 2x

    This is my first post on the forum, so please give your valuable suggestions and help this idea to improve.

    submitted by /u/dipteshmodak
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    This Guy BM-ing me the whole game. I wonder if he broke his phone after this match.

    Posted: 30 May 2020 07:47 AM PDT

    Clash Royale Pass Royale Gifting Suggestion

    Posted: 30 May 2020 06:31 PM PDT

    Hi, I dont know if this has been brought up recently or not, but why not have the implication of being able to gift the pass royale. I would like to reward my clan members who actively participate in donations and clan wars. It would equally benefit the players who cant afford it just as much as the game. Just a thought.

    submitted by /u/filitrate1
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    I know this isn't a problem to a lot of the playerbase. But it would be nice if we could request for a single epic card if we have every common and rare max stack. And if someone has every epic card max stack... Maybe request for a single legendary card every week?

    Posted: 30 May 2020 10:14 AM PDT

    An Interesting Way to Celebrate (The Future)

    Posted: 30 May 2020 07:50 PM PDT

    From my free time during this pandemic I have thought of a neat idea for a future birthday season. Let's say for the 5th, or even 10th, Birthday of CR the season of that month would put a spin on a classic birthday party.

    THE SEASON NAME: Clashing Through Time Story: The red king and blue king get bored of their constant battling and decide to remember all their previous wars and battles throughout the years. They decide to relive their past for bragging rights and so they get all their builders to create a time machine in the shape of a tower to travel back to the best arenas of the past.

    OBVIOUS DETAILS Arena Theme Setting : Higher above the sky, floating with the stars, the arena would be set on a revamped legendary arena that would be mashup of Electro Valley and Builder's Workshop Tower Skin Theme : a handcrafted time travel tower :) Emotes (Let's say this idea is used for the 5th Birthday of CR) : This season would consist of only 5 exclusive emotes, 4 based on long time CR characters (archers, barbarians, witch, and minions), while the 5th exclusive emote would be based on the King and distributed by various CR streamers.

    THE STANDING OUT FEATURE Unlike any season before it, we would be able to battle it out on an arena that's different every time we play on it. Specifically, before the season drops the devs could do multiple polls asking the community for their favorite arena from the each previous year. Continuing with the idea that this is all for the 5th birthday, each year would get a poll full of all that season arenas that happened in that year, the 5 five community-picked arenas would rotate with the new arena. (The rotation could be turned off an allow the user to only fight on the new arena.)

    COMMUNITY-PICKED GAME MODES For Challenges In-game polls would appear in the month before the new season, and some game modes would be excluded from the poll. The exclusions would be any combination of the draft, touchdown, and 2v2 modes.

    I like to thank those of you that lended your time to read my post, fill free to add any ideas that you think could make this idea even greater! (・∀・)

    submitted by /u/Super_FewerParty
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    Fisherman needs buffed. Simple as that.

    Posted: 30 May 2020 03:02 PM PDT

    More health, quicker hook time, be invisible when hooking onto something (like bandit)... think these would help it.

    submitted by /u/Mattwelsh76
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    [EFFORT POST] How to improve the state of the game and make it not only better for the players, but for the developers also. IDEAS TO SPEED PROGRESSION WHILE MAKING THE GAME MORE ENJOYABLE.

    Posted: 30 May 2020 03:28 PM PDT

    I just had a ton of ideas hit me last night, and they're scattered through my mind so if this seems a little unstructured that's why. Idk how to use headers on reddit so I'm making headers full caps.

    SEASONS AND PASS ROYALE

    The developers should make pass royale and the arena 60 days long. For this period, it's the same arena, same theme, and same boosted card. (I'm going somewhere with the boosted card, so don't get mad yet). There should be a legendary chest at the 30 day marks, so you still get the same amount of legendaries. Lets be 100% honest here. Although THE COMMUNITY COMPLAINS ABOUT EVERYTHING, and some of it is totally reasonable and deserved, I HIGHLY, HIGHLY doubt anyone will complain about not having a new arena every 30 days. No one really cares about the new arenas. It's a fun change, and it opens paths for new cards, balance changes, etc. But we don't need a new pass royale every 30 days. Now, in terms of seasons and balance changes, there should still be a trophy reset and balance changes every month/30 days. The thirty day season and balance change routine is a very good system. I think it's good and healthy for the game.

    PASS ROYALE REWARDS

    Every pass royale, the rewards are the same. The only changes are an exclusive emote and a tower skin. These are great rewards. But for the span of 30 days, there should be a greater incentive, something other than more chests, strikes, and all that. For example-for anyone who plays brawl stars, every season has a very high chance of releasing a new brawler. This is a great system. You have incentive to play characters you don't necessarily like so you can play around with this new brawler. In clash royale, you get a tower skin..okay..an emote.. while these are nice, is this why you would spend 5 dollars? You can spend 5 dollars for more chests, strikes, but doesn't it feel like something's missing? Here's where my idea comes in.

    BOOSTED CARDS

    The temporarily boosted cards are one of the best ideas to be added to clash royale. It's a great way to try new cards that you don't have the resources to level up, and you can mess with cards and play a card you usually wouldn't. But the reason most people don't use the boosted card often is because most players push ladder with the same deck. And some cards only fit in certain decks to be useful. If the boosted card was the electro dragon, how would a xbow player use that? Or a miner cycle player? It would be pretty difficult, basically rendering the boosted card useless to some players. So, instead, boost tokens should be implemented to the game as pass royale rewards and pass royale rewards only. Think about this-they can give you a boost token to boost any card for 30 days to your king tower level. You get one at the very beginning of the season along with your gold, and another at the 30 day mark. If you purchased pass royale, you get another set. The purpose for this being a token is so it can be saved if you want it to be. You could boost two cards right off the bat, or you could wait thirty days and boost 4 different cards. Wouldn't that be awesome? This can give players with lower level cards a more even fighting ground on ladder, and can be saved up to boost any card you want. However, if you are already a maxed out account, then you could be compensated for a fair amount of currency, maybe 50 or so gems. But this would only be available to maxed players, and the reason I say fifty gems is because it's half the grand challenge cost.

    REWARD THEMES

    The theme of every season can bring about new pass royale rewards. For example, the heist season gave out a ton of gold. This was mainly through challenges, however, and what it should be for future pass royales is the actual rewards for getting a new tier. For example, let's say its a season where they primarily give out gold/it fits the theme. Instead of getting the same strike chests, strikes, they would replace it with some gold. Start out slow, and have a gold reward every X tiers. Every 10 tiers you get gold, the first could be 10k, the next 15k, then 20k, then 25k, then 30k. This is 50k gold every month from tiers alone. But of course they cant give away all of their revenue, so in return for these rewards some chests would be taken out in place of these, so that these rewards are replacements instead of additions to what's already there. There could be a gem season, where they do the same thing with gems, a rare season, where they do the same thing with cards, ex. this season is rare season so they can give rare trade tokens and rare cards via pass royale. This could also influence the rewards on the challenges, instead of giving chests, if it were an epic card themed season they would give epic chests along with the usual gold, emotes, and gems given in challenges. Pass royale reward themes are endless, and if they eventually run out it can be cycled again. Think about it.

    -Gold and Gem season

    -Common, Rare, Epic, and possibly legendary season.

    -Experience/star points season

    -Spells season, magic season(witches,wizards,) royal season(barbarians, royal giant, princes, etc.)

    -Aerial season, swarm season(swarm cards), fortress season(building cards),

    -Tough nut season(tanky cards, ex.golem). THE POSSIBILITIES ARE ENDLESS, AND CAN ALL BE INCORPORATED WITHIN THE THEME OF THE SEASON!

    RESOURCE AND RARITY BOOSTS

    For the 60 days a theme will span, there should be a small boost to some sort of currency, experience, or rarity. For example, for 60 days all gold from chests will be increased by 5%. All experience received boosted by 10%. The chance of getting a legendary from all chests increased by 10% from base chance of that chest. Notice how this can be tied in with themes that can occur every pass royale. Increased flying cards from chests, rare cards, spells, etc. This is what can make each season feel unique. Do you really remember all the themes from the seasons? There was a snow season.. a flood season..heist season..dragon season.. and I don't know what else. It would be way more memorable if it was "Oh, I remember the season they gave more gems" or "I remember the season more tank cards were given out"

    COMMUNITY CHALLENGES

    There should be way more community challenges. These are the actually fun challenges. There should be a post by drew on reddit for the official idea selection. Anyone who has ideas goes to that post, comments their challenge idea in detail, and puts their in game user ID (the #0981PO type thing). The team can go over those modes, pick one or two, and those are challenges that will show up in the season. The best part about this idea is it allows the community's creativity be implemented into the game. So they can feel their voices are being heard. There can be rewards, for example if your mode gets picked they announce you are the winner, put your name in the challenge, and give you 100 gems or something like that. This is an amazing idea! This gets the community more involved in the game! This is what the game needs. Since there will also be 60 day themes, they'll have more time between themes to work on stuff for the game.

    STRIKES

    There should be a way to obtain strikes that anyone can use and can obtain. They can be used on any card pulled from a chest, and can be used on the same card as many times as you like as long as you have the strikes for it. This can be another pass royale reward and a reward from challenges and global tournaments. Got a legendary chest? Sweet, now you can gamble and strike it to try to get that night witch you need to upgrade. Bored requesting the same card in the clan? Hell, just save your strikes and gamble the next time you open a chest. These, if used right and with patience, can pull in a lot of cards. For example, you can wait until you get a giant chest to strike 100 rares rather than the 2 you got from a free chest.

    ENDING

    Thanks for reading. Please give feedback, and generate your own discussions. I will be replying to some comments.

    submitted by /u/endlessnutella
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    If timed correctly, princess can completely counter skarrel, useful if your other counters aren’t in hand.

    Posted: 30 May 2020 10:14 PM PDT

    Optimal firecracker placement vs skeli barrel.

    Posted: 30 May 2020 05:03 PM PDT

    Ways to improve this deck?

    Posted: 30 May 2020 03:30 PM PDT

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