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    Thursday, July 16, 2020

    Clash Royale 🏆PRO TIP🏆: Split wallbreakers to counter a bandit AND deal 300+ tower damage!

    Clash Royale ��PRO TIP��: Split wallbreakers to counter a bandit AND deal 300+ tower damage!


    ��PRO TIP��: Split wallbreakers to counter a bandit AND deal 300+ tower damage!

    Posted: 16 Jul 2020 11:55 AM PDT

    A while ago I had an idea for a ***QUEST SHOP***, here is a visual example. What do you think?

    Posted: 16 Jul 2020 01:35 PM PDT

    "Battle Healer won't heal forever" they said. "She'll get out-damaged" they said.

    Posted: 16 Jul 2020 12:05 PM PDT

    I made this with garageband and yeah, it took long. Not exactly the same, but i did my best.

    Posted: 16 Jul 2020 06:38 AM PDT

    With Perfect Timing The Log Can Completely Stop A Golem’s Death Damage

    Posted: 16 Jul 2020 06:22 PM PDT

    The most sought-after Global Tournament reward

    Posted: 16 Jul 2020 01:04 AM PDT

    Ngl they dont like princesses

    Posted: 16 Jul 2020 06:09 AM PDT

    Let's just take a moment to appreciate how perfect this emote is for countering BMs

    Posted: 16 Jul 2020 04:02 PM PDT

    CWA’s July 2020 Card Tier List

    Posted: 16 Jul 2020 04:08 AM PDT

    Clash royale bug gives one player an advantage in heal spirit spawner mode

    Posted: 16 Jul 2020 05:07 PM PDT

    Season 14 Balance Wishlist: Changes to Clash Royale's underlying math. Changing 62 cards?!

    Posted: 16 Jul 2020 03:28 AM PDT

    The big update is coming in August! Because of this, I decided to bring up a lot of bugs and long-term solutions and less specific card changes. Most importantly, there is one change that will affect more than half of the existing cards in the game!

    Ok, I admit, the title is a bit of a clickbait, but I spent a lot of effort doing the math and figuring the number of affected cards. The paragraphs show my thoughts, the important bits are in bold italic, and if you want me to clarify anything further, hit me in the comments.

    Changes to the leveling algorithm

    Changing the leveling algorithm to reduce the number of inconsistent interactions has been on the developers' roadmap for a long time (TheRumHam is Seth). I hope they finally came around it and are going to deliver it in the upcoming Clan Wars II update. Here is my concept for solving the main issue of the leveling algorithm, which Seth discussed and which I explained in the 2nd bullet point of this post.

    Stats are now calculated starting from level 3, using the same algorithm as before. The multipliers match for all rarities.

    While all of the cards would have their base numbers changed, this would fix one of the main sources of messed up interactions in the game and help the team match a lot of slightly different numbers to standardize interactions and improve the learning curve of the game. I'll explain the change to the algorithm in the bottom of the post, and its implications in the paragraph.

    All cards would be matched as closely as possible, but because multiplication is by 1.76, some alterations by 1 would be present in a few of them.

    This changes an awful lot of cards, even if just by 0.2%. No further changes in this list would address this change, and Arena Towers would have to be addressed separately as they use different numbers. For example, after this, the hitpoints of Ice/Electro wizards can match that of Musketeer and Wizard without messy interactions, but this would be done in a future balance change to not flip things up now. The balance of top ladder would match that of tournament standard even more closely, with legendaries no longer scaling up by an overall 1.5% from tournament standard compared to other rarities.

    Here are a few major changes at tournament standard:

    * Heal Spirit hitpoints reduced to 190, which would always be the same as the hitpoints of Ice Spirit, a minion, and the damage of Tesla.

    * The hitpoints and damage of Skeletons, the hitpoints and damage of bats, and the damage of spear goblins are reduced from 67 to 66

    * All shields, besides Cannon Cart's, have exactly 200 hitpoints now.

    * Zap (& Electro Wizard's spawn), Giant Snowball, Electro Dragon, and Barbarians now deal 160 damage, now now being the same as Miner, Bandit, and Fisherman.

    Spells nerf: Crown tower damage reduced from 35% to 33.3%

    Affected cards: Zap, Giant Snowball, The Log, Arrows, Tornado, Freeze, Fireball, Poison, Lightning, Rocket, Miner

    The unaffected spells are those that can't reach a crown tower. Miner's crown tower damage is affected, too.

    Spell Cycle is fundamental to Clash Royale. Spells are a way to respond to incoming threats and ensure interactions, but when used repeatedly on your tower to a deck with defensive playstyle, they get really really frustrating. So, the balance philosophy tries to avoid having it as a viable strategy.

    Recently, after Skeleton Dragons turned out to be overpowered and fireball became popular, a lot of pros have complained about bait and the strength of spell cycle, and some spell cycle decks even got into top 200 early season. I believe this shows that spell cycle needs to be touched on a little more. I don't want crown tower to be changed to 30% like most such proposals, as 33.3% is all around better.

    Basically, this is not saying that spells need a major nerf like the one from 40% to 35% back in the day. That change was less impacting than people imagined and this is 3 times smaller.

    Since I proposed a change to the leveling algorithm, some crown tower numbers changed. One of the main drawbacks of reducing crown tower damage is that people need to memorize a lot of new numbers. But since these numbers change a bit anyway, it would be good to couple the algorithm change with this.

    + More intuitive for new players (I have noticed a lot of people don't even realize spell damage is a consistent 35%)

    + Easy to calculate crown tower damage if you know the regular damage, and vice versa

    + Earthquake's crown tower damage is a third of its building damage, now same as other spells

    + Improved gameplay for the majority of us.

    Nerfs, buffs & tweaks

    Heal Spirit: Healing -16% (4x91.5-->4x77)

    Usage 17%, Win 54%

    Heal Spirit is a little OP with how much healing it provides for only one elixir. Its use and win rates reflect this and it has been considered an S tier card by a few pros and, i.e., CWA's tier list from yesterday. A nerf is in line and I went with the straight-forward way to nerf the healing.

    Fisherman: 2.5sec slowdown replaced with a 0.5sec "hook continuation"

    Usage 16%, Win 57%

    Fisherman is pretty inarguably OP after his last buff, so a nerf is in line for him. An idea I got was to ditch the slowdown and to replace it with a short stun that behaves a lot like the hook itself (unit is stunned and won't attack, but won't re-target either). This woud allow Fisherman to consistently slap spirits, for example, it would be more potent than the slowdown, however, the overall effectiveness is nearly halved which nerfs him in most situations.

    Earthquake: Movement reduction increased (50%-->70%)

    Usage 2%, Win 43%

    I like Earthquake's new direction - instead of being solely RPS to buildings, it has its extra damage effect on them while also providing utility against troops - their reduced movement speed. It even makes logical sense, as the earthquake happens under troops' feet. This purpose, however, is currently wackluster, so I buffed it further. Troops will now only be twice as fast as when snared by a Ram Rider.

    Witch: Faster first attack (0.7sec-->0.5sec)

    Usage 1%, Win sub-30%

    My algorithm changes happened to hurt Witch a lot when she didn't need it: her skeletons get a 1.5% DPS reduction and she gets a 1% DPS reduction. I gave her a small first attack increase to compensate for this which would generally tilt her on the buff side now. I think such a set of balance changes is way too major to also execute reworks or major buffs, but I don't want to just be so mean to Witch.

    New movement pattern: Floating

    Floating units: Battle Healer & Royal Ghost

    Floating units move and pathfind like air units, and, for example, can fly above the river. However, they collide with buildings and with ground units. They can also be targetted like ground units.

    * Royal Ghost is considered a decent card. Its movement speed is an advantage, so being able to get from A to B without worrying about the river, as well as being placed in the center to not give easy spell value, would be a small boost to the card that adds depth to gameplay.

    * Battle Healer is considered an annoying card. One of her annoying aspects is her ability to stick on your side of the arena and successfully defend, then heal back up on her own side of the arena thanks to the slow movement speed. Now she would take shorter paths and not heal back as easily while the new ways to use her would create new uses and increase the skill cap.

    I think it would be good to have this kind of movement pattern to increase variety. I like how it is not complicated, but makes intuitive sense and affects gameplay for the better.

    Bugfixes

    Arena layout: The hind place no longer counts as valid tiles. Spells can no longer be placed on them.

    These 6 tiles (4 in 2v2)

    Maybe it's intended, but it is so obscure I don't see the need for it. It sure looks like a bug. While sure, you can place spells on the river which doesn't have tiles, troops can at least naturally fly above those.

    Fisherman list of bugfixes:

    • Pulling a unit no longer offsets its deploy timer.
    • Fisherman's pull range when he and/or his target are close to the river is no longer slightly reduced or glitchy.
    • Failing to hook a unit in touchdown no longer prevents Fisherman from moving.
    • Fisherman's hook will only start pulling a dashing bandit after her dash is finished.

    Royal Ghost: No longer immune to certain splash attacks while invisible

    Example

    The bug is easy to reproduce, but I didn't test it out enough to figure out the exact instances when it happens. Sorry

    Prince, Dark Prince, Ram Rider, Battle Ram: First attack no longer instant after the charge is disrupted

    Example

    After these cards are disrupted while charging, their damage get reset to pre-charge ones. The first attack, however, does not. I am proposing that this be fixed.

    New leveling algorithm in detail

    The first table shows the numbers that the old algorithm used to multiply base stats. The second table shows them for my proposed algorithm.

    Level Common Rare Epic Legendary
    1 1.00
    2 1.10
    3 1.21 1.00
    4 1.33 1.10
    5 1.46 1.21
    6 1.60 1.33 1.00
    7 1.76 1.46 1.10
    8 1.93 1.60 1.21
    9 (TS) 2.12 1.76 1.33 1.00
    10 2.33 1.93 1.46 1.10
    11 2.56 2.12 1.60 1.21
    12 2.81 2.33 1.76 1.33
    13 3.09 2.56 1.93 1.46
    Max mirror 3.39 2.81 2.12 1.60

    Level Common Rare Epic Legendary
    1 0.83
    2 0.91
    3 (base) 1.00 1.00
    4 1.10 1.10
    5 1.21 1.21
    6 1.33 1.33 1.33
    7 1.46 1.46 1.46
    8 1.60 1.60 1.60
    9 (TS) 1.76 1.76 1.76 1.76
    10 1.93 1.93 1.93 1.93
    11 2.12 2.12 2.12 2.12
    12 2.33 2.33 2.33 2.33
    13 2.56 2.56 2.56 2.56
    Max mirror 2.81 2.81 2.81 2.81

    As you can see, different rarities now share their multiplier when at the same level. Level 3 is the base level, meaning all cards are assigned their exact numbers for this level, and all other levels are this level multiplied by the level's number. The reason I am using level 3 is that level 1 and 2 for common cards are pretty much irrelevant and can still nicely start to reach 1.00 with the floor function rule. Having 1.76 instead of 2.12 as the multiplier for tournament standard allows for smaller adjustments.

    For most players, this wouldn't be very noticeable, but it would have positive implications for top play, balance changes, interaction consistency, and the learning curve.

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

    [CARD CONCEPT] LIGHT WITCH!

    Posted: 16 Jul 2020 05:39 AM PDT

    Why don't we have a report button?

    Posted: 16 Jul 2020 02:04 PM PDT

    Clash Royale stickers that were teased in TV royale are available on Giphy

    Posted: 16 Jul 2020 07:35 AM PDT

    [CARD CONCEPT] Flywalker

    Posted: 16 Jul 2020 12:50 PM PDT

    Three crown with fire spirit clone on the 69th try

    Posted: 16 Jul 2020 01:15 PM PDT

    Lost the game but this made up for it, never happened to me before

    Posted: 15 Jul 2020 11:19 PM PDT

    My favorite card is fun again⚡

    Posted: 16 Jul 2020 03:35 PM PDT

    What just happened!?

    Posted: 16 Jul 2020 07:47 PM PDT

    Using a front-placed graveyard to save the pekka from the inferno drag

    Posted: 16 Jul 2020 08:41 PM PDT

    Looking for a deck for my war and a brief summary on how to play it please.

    Posted: 16 Jul 2020 06:52 PM PDT

    Since when doesn't log kill clones?

    Posted: 16 Jul 2020 04:50 PM PDT

    Literally unplayable

    Posted: 16 Jul 2020 02:33 AM PDT

    Healing Spirit Challenge: opponent lands hit on tower and I don’t, even though neither of us played a card.

    Posted: 16 Jul 2020 08:08 AM PDT

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