Clash Royale Supercell Should Add An Emote Chest In Clash Royale That Costs 100 Gems and Gives A Player One Non-Exclusive Emote. This Would Appear In The Shop Once Every Month. |
- Supercell Should Add An Emote Chest In Clash Royale That Costs 100 Gems and Gives A Player One Non-Exclusive Emote. This Would Appear In The Shop Once Every Month.
- I love Hogg emotes so much !
- [Art] Emote Rework: Skeleton Attacked by Various Troops!
- New emoji hides the name
- Clash Royale - What Went Wrong (Massive Post)
- I finally upgraded my deck to full star points level as a f2p
- "Home" player gets free chip damage (Heal Spirit Sprint)
- ***lobbies*** to trade,chat and play with your friends (the emote button now displays set phrases that are translated through all languages like brawl stars to solve the language Barrie issue). What do you think?
- No eta yet. Hopefully soon :)
- Legendary league is a hit or miss. Theres the pro #20 global clans , and then they’res the poor guys who just hit legendary league
- Meta Hog Fisherman Deck
- Skelebarrel is a great defensive card for 3 elixir
- So, Where are the "in depth" videos? It's been two week since the update annoucement.
- Guys guys!Royaleapi finally shows when was our account created!!!!
- Hope this has not been done before
- The dream of every clash royale player, i want these cards deleted, lol (Tweet link in comment)
- I didm’t even know this was possible to get a max card for collection day
- Opinion/Rant: I feel dirty when I play Elixir Golem.
- This inferno tower + princess placement activates king against e drag. I’m not sure if this works with other buildings and cards since I got this by accident
- How do you guys like my card concept, the stunner? :)
- Paypaling anyone that can beat this start date
- Fix to facing overleveled players on ladder
- Literally unplayable.
- [Idea] Take the Risk? You choose how fast your opponent's elixir generates, 1x or 1.25x. Choosing 1.25x (and winning) gives you double the rewards!
Posted: 17 Jul 2020 11:20 AM PDT
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Posted: 17 Jul 2020 04:23 AM PDT
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[Art] Emote Rework: Skeleton Attacked by Various Troops! Posted: 17 Jul 2020 08:22 AM PDT
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Posted: 17 Jul 2020 02:25 AM PDT
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Clash Royale - What Went Wrong (Massive Post) Posted: 17 Jul 2020 09:59 AM PDT Hello Reddit! After the recent uprise of the „rant posts" i decided to write a post that contains some of the same elements as these kinds of posts but I'll try to keep it as objective as possible. In this post I'm going to analyze EVERY SINGLE UPDATE and try to pinpoint the start of the decaying quality (in my opinion) of them so lets get started! NOTE – Some content may have been missed/left out. If that's the case it isn't intentional and it is completely my fault. The list of Update Logs is enormous and it is simply not possible to include every single thing that has been added to the game over a span of four and a half years so take this post with a grain of salt. Global Softlaunch on iOS (4/1/16) - Available for iOS in Canada, Hong Kong, Australia, Sweden, Norway, Denmark, Iceland, Finland and New Zealand The First Update (11/1/16) - 4 cards were balanced Other Changes - XP required to get from level 8 to 9 increased by 25%. - One new replay is published to TV Royale every hour. - Bug fixes. Legendary Arena, Seasons and Tournament Rules Update (2/2/16) - 15 cards were balanced Legendary Arena & Seasons - Legendary Arena: Unlocks at 3000 Trophies. - Seasons: Every two weeks, players above 3000 Trophies will be reset to 3000 and all deducted Trophies will be awarded as Legend Trophies! Tournament Rules - Tournament Rules: Friendly Battles now use the all-new "Tournament Standard" level caps for truly fair-play matches! The level caps are: King & Crown Towers 8, Common Cards 8, Rares 6, Epics 3 and overtime lasts for 3 minutes. Have fun organizing your own tournaments! Other Changes - Battle Cost: Removed the Gold cost for Battles and Friendly Battles. - Chest Gold: To keep the Gold economy intact and compensate for the free Battles, chests give slightly less Gold. - Death Damage: Balloon, Giant Skeleton and Golem death damage is now shown on their card info screens. - Notifications: Classier in-game notification pop-ups. - Local Notifications: New card request available, Crown Chest available and second Free Chest available notifications. - Push Notifications: New "A Clanmate's battle is now featured in TV Royale!" notification. - Bugs: Stuck Witches, iMessage issues and many more fixes. Chest Rewards & Card Balance (9/2/16) - 10 cards were balanced Other Changes - Arena 3-7 Chests: Now contain more cards and Gold, cost a few more Gems, but are overall better value! (changed on 2/5) Global Softlaunch on Android (16/2/16) - Available for Android in Canada, Hong Kong, Australia, Sweden, Norway, Denmark, Iceland, Finland and New Zealand. Balance Changes (19/2/16) - skeletons, spells and other 5 cards were balanced - New Cards, New Arena and Multiple Battle Decks Update (29/2/16) - 5 cards were balanced - 6 New Cards - New Rarity: Legendary - New Arena, Chests & More - Arena: Builder's Workshop (unlocks at 1700 Trophies, moving the Royal Arena to 2000). - Chests: Giant Chest and Super Magical Chest. - Deck Slots: Save multiple Battle Decks. - Even More New Stuff - Training Camp: Opponents scale up to 3500 Trophies. - Localization: 14 new in-game languages (French, German, Spanish, Italian, Dutch, Norwegian, Portuguese, Russian, Turkish, Traditional Chinese, Simplified Chinese, Japanese, Korean, Arabic). - (iOS) 3D Touch: Gives quick card info. - Combat Mechanics: Troops will be harder to distract. - Troops won't be pulled from their lane as easily by buildings; buildings will need to be positioned a bit closer. - Troops won't target and move towards units that attack them from far away. - Card Donation: Rare Cards give 10 experience (from 5 experience). - Replay Controls: Show and hide replay controls by tapping the screen. - Area Damage: Troops and buildings that deal area damage won't stop their attack if their target dies during the attack animation. Clash Royale Global launch for iOS and Android Update (2/3/16) - Bug fixes Minor Update (3/3/16) - Bug fixes Balance Changes (23/3/16) - 17 cards were balanced May 2016 Update (3/5/16) - 8 cards were balanced New levels - Legendary level cap (6 – 5) - Rare level cap (10-11) - Common level cap (12-13) - King level cap (12-13) Rewards - Gold: Receive Gold for each win, even when your chest slots are full. - Crown Chest: Contains twice as much! - Super Magical Chest: Chance to drop doubled! - Giant and Magical Chests: Chance to drop increased! - Donations/Requests: Increases as you reach higher Arenas. - Card Shop: Legendary Cards can appear once you've reached the Legendary Arena (Arena 8). New Cards - 6 new cards were added Other Changes - Reduced the amount of Epic Cards needed to upgrade from level 7 to level 8 to 200 cards (from 300). - You can now live spectating Friendly Battles. - You can now view replays from any arena in TV Royale. The replays are separated into many channels, one for each arena - Gold cap increased to 1,000,000 (from 500,000). - Range values (all units and buildings) fixed. Looks like that their range was decreased by 0.5 but their effective range is the same. - Info screens for some cards changed. - The Card Shop interface has been changed. Now cards are placed on a wooden shelf, with a goblin on top holding a watch. The watch may be the "countdown" for the card change. Balance Changes (18/5/16) - 16 cards were balanced Other Changes: - Epic and Legendary Cards XP fixed Balance Changes (21/6/16) - 13 cards were balanced Tournaments Update (4/7/16) - 10 cards were balanced New Game Mode - Tournaments: unlocks at level 8. New Arena - Frozen Peak: Unlocks at 2300 Trophies. 4 New Cards were added Other Changes - New tournament-related achievements. - The Legendary Arena channel features top players more often, like it used to. - TV Royale was moved over to the middle tab, replacing Training Camp. - Training Camp was moved to the Cards tab, next to your Battle Deck. - You can choose which Arena to fight in during Friendly Battles, up to and including the one you're in. - You can sort your Card Collection by Arena, Elixir cost, or rarity. - The last deck you used (not the one you have selected right now) shows in the Player Profile. - Some new icons were added, most notably the tab icons which now are more realistic and shiny. - The "Elixir overcharge" was removed, as it was too hidden, and cards no longer deselect when double Elixir time begins, plus many more bug fixes. Minor Update (6/7/16) - Location on Tournaments fixed. Tournament Size Changes (7/7/16) - 500 Gem Tournament: Capacity increased to 100 players (from 50) and Top 40 win a Tournament Chest (from 20). - 1,000 Gem Tournament: Capacity increased to 150 players (from 80) and Top 70 win a Tournament Chest (from 40). - 2,000 Gem Tournament: Capacity increased to 200 players (from 120) and Top 90 win a Tournament Chest (from 60). - 5,000 Gem Tournament: Capacity increased to 250 players (from 200). Other Changes - Reduced the chest timers for 4-12 Card Tournament Chests - down to 3 hours (from 4). Balanced Changes (24/8/16) 15 cards were balanced Minor Update (29/8/16) - Seasonal Trophy reset increased to 4000 (from 3000). September 2016 Update (19/9/16) - 4 new cards were added - 7 cards were balanced New Features - Players will be able to mute opponent's emotes. - New Tournament mode: Challenge Mode. - New Chests: Legendary & Epic Chests Other Changes - Crown Chest Crowns now carry over to other Crown Chests. - Special Arena Pack offers are now available in the Shop upon reaching a new Arena, only available once. - Was available to buy x100 cards of the Mega Minion and the Ice Golem for 150 Gems after they were released for a certain period of time. - Changed result screen after battle, crowns now sit on a cushion. - Clan icon changed. Balance Changes (20/10/16) - 7 cards were balanced November 2016 Update (1/11/16) - 4 new cards were added - 5 cards were balanced New Features - Special Event Challenges Other Changes - During a Friendly Battle, both players' cards are leveled up (or down) to the "Tournament Rules" for an even playing field. - Request cards from your Clan every 7h (from 8h). - Clan Trophy requirements can be set to 4000. - When spectating a friend, the opponent's Elixir bar is hidden. - Added 3 new achievements. - Overtime sound changed. - Bowler sounds deeper pitched. - Giant Skeleton sounds changed. - Removed keyhole from Super Magical Chest. Balance Changes (30/11/16) - 5 cards were balanced December 2016 Update (15/12/16) - Added 1 cards (4 in total) every 2 weeks - Added a new arena (Jungle Arena) - 9 cards were balanced New Features - Clan Chest events - Request and donate Epic cards on Sundays. - Epic cards cost less in the shop. - Epic Chests now scale with the player's Arena. Other Changes - Special Event Challenges can be played in Friendly Battles. - Legendary jingle will be played when purchasing a Legendary card from the shop. - Chest contents will be summarized after opening. - Inbox now rebranded as "News Royale". - Achievements now moved to the Battle Record section. - Crown Duel Challenge coming on Dec 16 (available in Friendly Battles on Dec 15) - Clan chest event coming on December 19. - Electro Wizard Challenge coming on December 23. Clan Chest Changes (13/1/17) - Starts every Monday (from every other Monday). - Lasts 3 days (from 7 days). - Requires 1600 Crowns to achieve the Tier 10 chest (from 3250 Crowns). - Tier 10 chest contains 270 cards (from 525 cards). - Tier 10 chest contains 1620 Gold (from 3150 Gold). Balance Changes (23/1/17) - 9 cards were balanced Balance Changes (13/2/17) - 8 cards were balanced Clan Chest Changes (10/3/17) - Starts every Friday and ends on Monday (previously started on Monday and ended on Thursday). March 2017 Update (13/3/17) 8 cards were balanced Leagues - Enter the first League at 4000 Trophies. - Climb through 9 Leagues all the way up to Ultimate Champion League! - Collect a monthly season reward based on the highest League reached. - Leagues : Challenger I (4000 Trophies) , Challenger II (4300 Trophies) , Challenger III (4600 Trophies) , Master I (4900 Trophies) , Master II (5200 Trophies) , Master III (5500 Trophies) , Champion (5800 Trophies) , Grand Champion (6100 Trophies) , Ultimate Champion (6400 Trophies). New Features - New Chest: Draft Chest - New Mode: Clan Battles New Cards - Added 4 new cards New Arena - Legendary Arena has been moved up to 3800 Trophies and is now Arena 11. - Old Arena 10 is renamed to Hog Mountain. Improvements - Challenge crowns now count towards Clan Chests and Crown Chests. - Cards have a "Tournament Level" button to see their stats at that level. Minor Update (16/3/17) - Various bug fixes and improvements Balance Changes (19/4/17) - 9 cards were balanced Minor Update (17/5/17) - Various bug fixes and improvements June 2017 Update (12/6/17) New Cards - 4 cards were added New Challenge Types - 3x Elixir Challenge - Sudden Death Challenge - Ramp Up Challenge New 2v2 Modes - 2v2 Friendly Battle - 2v2 Draft - 2v2 Challenge Other Improvements - Collect chests with your friends in a 2v2 battle. - Unlock extra Battle Deck slots at level 8+. - Invite friends to your Clash Royale friends list. - Invite friends directly to your Clan. - Clan Chat profanity filter toggle (in Settings). - Report offensive language or players in Clan Chat. - Copy decks from TV Royale and shared replays. - Clans now unlock at level 1 (card requests unlock at level 3). - Card Shop cycles through all available cards within 3 months. - Giant Chest contains less Gold and Common cards but more Rare cards - Gold in Magical Chests and Super Magical Chests increased. Balance Changes - 12 cards were balanced Minor Update (20/6/17) - Various minor bug fixes and improvements Balance Changes (11/8/17) - 11 cards were balanced Minor Update (11/10/17) - Removing the Inferno Tower's and Inferno Dragon's shield damage reset. Epic Quests Update (9/10/17) Quests - Take on daily and weekly Quests to earn epic rewards - Rewards include Super Magical and Legendary Chests! - Note: Following the introduction of Quests, there will be a removal of Achievements in the next update New Game Modes - Touchdown is a sporty new game mode - without towers - Earn gold and gems by taking down towers during Gold Rush and Gem Rush events - Mirror Battles give you and your opponent the exact same deck - Challenges come in more shapes and sizes, and unlock at level 5 Improvements - Now you can chat and have a rematch with your 2v2 teammate - Share and copy decks from outside the game - A revamp to the Shop; check it out for Daily Deals - Collect a free Epic Card from the Shop every Sunday! - Gems are no longer refunded for Custom Tournaments if no players join or battle - News Royale, now in glorious full screen! New Cards - New system for releasing new cards, so each new card will be a real surprise! (☹) Balance Changes - 8 cards were balanced Fixes to: - Bandit, Mega Knight: Fixed dashing/jumping a shorter distance than they should. - Cannon Cart: Fixed issue of troops occasionally stopped targeting the Cannon Cart or stuck behind a broken Cannon Cart. - Inferno Tower, Inferno Dragon: When attacking troops with shields, damage resets after the shield breaks. - Troop Pathfinding: Fixed issue of troops steering towards an unexpected lane; behaviour is now more as expected. Version 2.0.1 (13/10/17) - Various minor bug fixes and improvements Version 2.0.2 (6/11/17) - Various minor bug fixes and improvements Electrifying Update (12/12/17) New Arena - Electro Valley: Unlocked at 3400 Trophies - Legendary Arena: Now Arena 12 New Cards - 4 cards were added New Chests - Lightning Chest: replace card stacks of your choice with up to 5 "strikes". - Fortune Chest: get a glimpse of the future and see what your chest might contain. - King Chest / Legendary King Chest: big chest with a focus on Epic and Legendary Cards. - The three new chests replace the Giant, Magical, and Super Magical chests in the shop. Improvements - The Daily Gift Quest is now always active. - Epic and Legendary Cards now appear in the Shop more often at 4000+ trophies. - Cards at max level are less likely to appear in the Shop and Fortune Chest. - Support for iPhone X, Samsung S8/S8+ and Note8. - Now available in Suomi (Finnish) Balance Changes - All spells and 9 other cards were balanced Fixes: - Mortar: Minimum range bug. - Inferno Tower, Inferno Dragon: When attacking troops with shields, damage resets after the shield breaks. Balance Changes (24/1/18) - 10 cards were balanced Balance Changes (12/2/18) - 7 cards were balanced Version 2.2.1 (25/4/18) Clan Wars - Clan Wars is here! - Battle with your Clan against Clans from around the world. - Earn War Chests and glory! - Discover a new island and the Clan Wars Arena. - Gain Clan Trophies to climb the Clan Leagues. - Clan Wars unlocks at King Level 8. New Cards New Common Card: Rascals Improvements - Emote muting now persists between battles - i.e. you can toggle it on or off, permanently! - Spectators can now emote also! - Players that leave/quit 2v2 Quick Matches will have to wait before playing again. - During a 2v2 Battle, tap on your teammate's name in the bottom right to see their cards (now toggles on or off). - Share your Battle Deck to your Clan. - Sort your card collection by "rarity descending". - Supercell ID added to settings. Shop - Fortune Chests now contain two or more of the fortune cards. - Arena Value Packs revamped to include the new Shop chests (Lightning Chest, King's Chest and Legendary King's Chest). Balance Changes - Spells and 9 other cards were balanced Version 2.2.2 (8/5/18) - Clan Wars improvements and bug fixes - Battery life improvements Version 2.2.3 (11/5/18) - Various minor bug fixes and improvements June Balance Changes (4/6/18) - 9 cards were balanced Version 2.3.0 (20/6/18) New Cards - Giant Snowball and Royal Hogs were added - Royal Recruits would be added over time. New Emotes - New Goblin and Princess Emotes are here! - Pick new emotes up from the Shop in a pack and craft your Emote Deck. - Supercell will be adding new Emotes regularly. 1v1 Arena Battles Improvements - Supercell have rearranged the unlock order of cards throughout the Arenas for the following reasons: - To create Arenas where cards complement each other mechanically. - Ensure there are always answers to win conditions within an Arena. - Move low use rate, spicy cards to later Arenas. - Where possible, match cards thematically to their Arena. - Each new Arena will introduce new or unique mechanics. - Supercell changed the League Season reset points: - Trophies above 4000 (up to 7600) will be reduced by 50% - e.g. a player at exactly 5000 Trophies will be reset to 4500. - This new, more gradual system will give everyone playing 1v1 Arena Battles a better time when the League Season resets each month! - Check out this handy Trophy reset [1]. - 1v1 Arena Battles above 4000 Trophies will now have 3 minutes Sudden Death. Clan Wars Improvements - Gold rewards DOUBLED (includes War Chest and Victory Gold). - Rewatch your Clan's War Day battles. - Spectate the enemy Clans' War Day battles (tap "LIVE" on their boat). - Tap on an enemy Clan from the War Leaderboard to check them out. - Social tab lights up gold while you still have your War Day battle left to do. - Players who miss their War Day battle see a popup reminder. - Copy your War Deck to your Battle Deck. - Supercell will switch up the Collection Day game modes about once per month to keep things fresh! Improvements - Silver, Gold, Giant, Magical and Crown Chests now contain less Commons, but more Rares, more Epics and a lot more gold! - Maximum gold increased to 5 million. - Add a custom message when kicking players from your Clan. - New Trainers from 4000-4500+ Trophies (including Trainer Cheddar II...). - Tap the Cards tab to toggle between Battle Deck and Emote Deck. - Tap the Social tab to toggle between Chat and War. - Esports tab added to News Royale (to be enabled at a later date). - Once you've unlocked a card it can always appear in chests thereafter (even if you're not in the card's Arena). Balance Changes - 13 cards were balanced Version 2.3.1 (27/6/18) - Various minor bug fixes and improvements July Balance Changes (2/7/18) - 9 cards were balanced - Draft Sets: Updated to greatly reduced the chance of getting too many building-targeting troops in the same draft August Balance Changes (6/8/18) - 8 cards were balanced - King's Tower: Damage increased to match Princess Towers Version 2.3.2 (15/8/18) - Various minor bug fixes and improvements Version 2.3.3 (17/8/18) - Various minor bug fixes and improvements September Update (3/9/18) Balance Changes - 9 cards were balanced Classic Decks have been added as a game mode to Clan Wars, consisting of twelve decks. - Over time, Spark the Fire, LavaLoon, Hog Nado, Girl Firepower, Goblin Princess, and Mortar Swarms would be removed - X-Bow Control was later reworked, instead consisting of X-Bow, Rocket, Knight, Ice Wizard, Tornado, Mega Minion, The Log and Skeletons. - LavaLoon, Hog Nado, and Mortar Swarms would later make a return with some card composition tweaks. Version 2.4.0 (5/9/18) Goblin Giant was added Electro Dragon would be added over time New Feature - Trade Tokens Clan Wars - War Bounty Improvements - Now you can use your Emotes in Clan Chat - Clans can set their required Trophies up to 6400 - Your 2v2 teammate's cards and Elixir are shown next to their name by default - Added a 10 Gem, zero prize Tournament - After this update, all cards of the same level are going to be the same strength. From now on cards will start at these levels: - Legendaries: Level 9 - Epics: Level 6 - Rares: Level 3 - Commons: Level 1 - Added sorting "by level" to the card collection Balance Change: - 1 card was balanced Version 2.4.1 (7/9/18) - Various minor bug fixes and improvements Version 2.4.2 (10/9/18) - Various minor bug fixes and improvements October Balance Changes (1/10/18) - 8 cards were balanced November Balance Changes (5/11/18) - 10 cards were balanced December Balance Changes (3/12/18) - 7 cards were balanced December Update - Star Points were added - Ram Rider was added over time - Global tournaments were added - Private Tournaments were revamped - Challenge continues were added - Other improvements - Freeze and Elixir Collector were reworked January Balance Changes (7/1/19) - 10 cards were balanced January Update (28/1/19) - Spooky Town was added - Legendary Arena was moved to 4000 Trophies - Wallbreakers were announced - Two New Game Modes: Year of the Hogs and Mini Collection - Clone was reworked February Balance Changes (4/2/19) - 6 cards were balanced Bug fixes (13/2/19) - Various bug fixes March Balance Changes (4/3/19) - 11 cards were balanced April Balance Changes (1/4/19) - 6 cards were balanced - Lumberjack Rush was added April Update (15/4/19) - Trophy Road was introduced - Earthquake was added and Goblin Cage was announced - New Game Modes: Mega Deck, Elixir Capture and Dragon Hunt were added - Home Screen Changes - New Star Levels - New Event Tab - Improvements, Balance, And Other Changes were added Optional Update (30/4/19) - Several crashes were fixed May Balance Changes (6/5/19) - 6 cards were balanced June Balance Changes (3/6/19) - 4 cards were balanced - Classic Decks have been updated July Update (1/7/19) - Season 1: The Flood Has Arrived! was added - Pass Royale was introduced - Fisherman was added - 6 cards were balanced - Range Reclassifications were added August Update (5/8/19) - Season 2: Shipwrecked was added - New Pass Royale items and an arena were added - 6 cards were balanced September Update (2/9/19) - Season 3: Be Legendary was added - New Pass Royale items were added - 6 cards were balanced End of September Update (30/9/19) - New Party Button was added - Triple Draft was added - Supercell ID Emote was added - Tiebreakers were added outside of 1v1 Ladder - Crown Rush was added - Quality of Life Changes and Bug Fixes were added October Update (7/10/19) - Season 4: Shock-tober was added - New Pass Royale and an Arena were added - Pass Royale Clan Gifts were added - Elixir Golem was added - 6 cards were balanced November Update (4/11/19) - Season 5: Great Goblin Feast was added - New Pass Royale and an Arena were added - Tiebreakers were added to 1v1 Ladder - 7 cards were balanced November Update (27/11/19) - Game Rule Changes were added - Card Info Screens were added - Miscellaneous Changes and Bug Fixes were added - 3 cards were balanced December Update (2/12/19) - Season 6: Clashmas was added - New Pass Royale and Arena were added - Battle Healer was added - Card Level Boost was introduced (Battle Healer was boosted) - 3 cards were balanced January Update (6/1/20) - Season 7: Lunar Festival was added - New Pass Royale and an Arena were added - Firecracker was added - Firecracker was boosted - 4 cards were balanced February Update (3/2/20) - Season 8: Return to Log-endary was added - New Pass Royale was added - Ram Rider was boosted - 4 cards were balanced March Update (2/3/20) - Season 9: Birthday Royale! was added - New Pass Royale and an Arena were added - Royal Delivery was added - Royal Delivery was boosted - Limited P.E.K.K.A emote was added - Trophy reset was decreased to 25% (Exclusively to Season 9) - 5 cards were balanced April Update (6/4/20) - Season 10: The Heist was added - New Pass Royale and an Arena were added - Heal spell was replaced by a Heal Spirit - Heal Spirit was boosted - Season 10 had Bonus Bank Gold - 4 cards were balanced May Update (4/5/20) - Season 11: Here Be Dragons was added - New Pass Royale and an Arena were added - Electro Dragon was boosted - Classic Decks were updated - 11 cards were balanced June Update (1/6/20) - Season 12: Prince's Dream was added - New Pass Royale and an Arena were added - Skeleton Dragons were introduced - Skeleton Dragons and Prince were boosted - 4 cards were balanced - 15 cards had their deploy stagger changed July Update (6/7/20) - Season 13: Beach Battle was added - New Pass Royale was added - Shipwreck Island returned with minor changes - New Game Modes: The Floor is Healing and Stop the Giant - 20-Win Challenge has returned - 4 cards were balanced Summary of Update Logs After analyzing the Update Logs, it is clear that the game was heavily being changed in 2016. The game was brand new and the Meta was really chaotic so in order to establish it a lot of cards had to be balanced. The game was also receiving huge content addons and QoL changes with every update and in my opinion these were the „Golden Times" of Clash Royale because the updates were unpredictable and they would have massive impacts on the game and the community. As the time went on, the size of the big updates started to decay which from my perspective this started happening from 2018 onwards. Start of decay Clan Wars were the first big update of 2018 for Clash Royale. The exciting competitive game mode was the most popular game mode in Clash of Clans so it was only a matter of time when it would be added to Clash Royale but the execution was very poor and let me explain why. Clan Wars is a competitive game mode. The main purpose of the game mode is to lead your clan through the leagues and to become one of the best clans in the world, but as we know, randomness doesn't coup well with competitiveness. Clan Wars quickly became frustrating and repetitive and nothing was done about it. The new card introducing system really slowed the appearances of new cards in the game. A new card started coming out roughly every three months opposed to multiple cards being introduced in the game almost every big update. With the lack of new cards, gameplay really suffered and a lot of players were really unhappy with this new introducing system (myself included). I really don't know why they slowed down with the introduction of new cards. Which update was the biggest „turning point"? In my opinion, the biggest turning point was the introduction of Seasons and the reason why is actually really simple. The biggest hype factor of every Clash Royale update was the feeling of the unknown. The playerbase never knew what was really coming into the game. Would it be balance changes, a new Arena, new cards, completely new ways of playing the game? Nobody knew, and that was one of the main reasons why the older updates were received much better than the current ones. Back then possibilities were endless, but with the introduction of Seasons, new emotes, arenas and „new challenges" were almost guaranteed every Season which lasted one month and it really threw the playerbase off. Not only that the updates became smaller, they became predictable and the community answered. What's next? Clan Wars 2 has a lot of potential to offer to Clash Royale. I really hope that Supercell will bring it home with this update because it looks like it will probably be a deal breaker for a lot of people and with the recent downfall of the game's popularity the last thing that it needs is yet another deficit in the active player base. The Clash Royale team has stated that there is a lot more coming in this huge update so i'm really excited to find out about it. Thank you for reading this massive post and i hope that you have a wonderful day. [link] [comments] | ||
I finally upgraded my deck to full star points level as a f2p Posted: 17 Jul 2020 02:18 PM PDT
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"Home" player gets free chip damage (Heal Spirit Sprint) Posted: 17 Jul 2020 10:06 AM PDT
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Posted: 17 Jul 2020 12:39 PM PDT
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Posted: 17 Jul 2020 03:17 PM PDT
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Posted: 17 Jul 2020 02:44 PM PDT
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Posted: 17 Jul 2020 08:21 PM PDT
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Skelebarrel is a great defensive card for 3 elixir Posted: 17 Jul 2020 09:20 AM PDT
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So, Where are the "in depth" videos? It's been two week since the update annoucement. Posted: 17 Jul 2020 12:32 AM PDT
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Guys guys!Royaleapi finally shows when was our account created!!!! Posted: 17 Jul 2020 05:52 AM PDT
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Hope this has not been done before Posted: 17 Jul 2020 02:00 PM PDT
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The dream of every clash royale player, i want these cards deleted, lol (Tweet link in comment) Posted: 17 Jul 2020 03:22 PM PDT
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I didm’t even know this was possible to get a max card for collection day Posted: 17 Jul 2020 05:35 AM PDT
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Opinion/Rant: I feel dirty when I play Elixir Golem. Posted: 17 Jul 2020 08:06 PM PDT (My likely controversial opinion) E-Golem is known to be kind of a toxic card, and also low skill. Today I made my own E-Golem deck and tried it out in a private tournament for fun. It's honestly a pretty brainless strategy. Some background information: After the last E-Golem nerf, I never really had too much trouble defending it. If my deck had trouble with it I assumed it was the deck and changed it until the E-Golem matchup was bearable. Having said this, up until today I didn't play E-Golem myself much at all. So I only had experience playing against this deck, and not with it. I won against it a lot, so this led me to have the opinion that E-Golem decks weren't that bad, not too toxic. Always thought it was kind of a weak card. Then I made one myself and tried it in a private tournament. It was kind of hard at first, but I very quickly got the hang of it. Soon I realized that E-Golem doesn't require much strategy at all. You just defend ok-ish then you slam an E-Golem in front and watch it steamroll through the opponent's defense. Playing the Elixir Golem feels dirty to me and here's why: When you play an Elixir Golem most decks have to defend. Sending something opposite lane usually doesn't help as an E-Golem push can very easily very fast 3-Crown you. Your opponent has to respond to a 3-Elixir 3-Crown threat, they have to play by your terms. They have to wait to defend the E-Golem, or play very passively to they can be ready to defend the E-Golem. It's way too passive and repetitive. The opponent has to play perfectly or they take massive damage. They have to save their cards for defense, make sure to kill off ALL your support, then have to destroy the golem and the golemite then the blobs. Meanwhile you can defend poorly then play the E-Golem with you counter-pushing troops. It can be played in the back like a regular tank but also at the bridge for a quick counterpush. If they overcommit or make a mistake at all, they are dead. If they don't play with zero mistakes, they are going to have a bad time. Since E-Golem is a 3 Elixir card that can easily get a full beatdown push behind it making any mistakes will definitely cost you some tower damage, potentially even the game. Meanwhile the E-Golem player can do some shitty "good-enough" defense; then a 3-Elixir Golem spammed on offense that ALWAYS requires multiple cards to deal with. Unlike Golem, your push can't be interrupted prematurely by going opposite lane. Spending an 8-Elixir Golem means you can't have as much Elixir for support as an E-Golem would by the time it gets to the bridge. The Golem push can be lessened by pressuring them opposite lane, and getting good damage off. But every time you play the E-Golem, the opponent HAS to defend the full push every time, except with even more support troops since the E-Golem costs less. Going opposite lane isn't an option as that will only dig yourself further into the hole. E-Golem costs a lot less meaning more and better support troops that can be valuable on both defense and offense. E-Golem also has less hard counters since it is a tank-swarm hybrid. It does more damage than the Golem at all stages. You can somewhat ignore their push, and go with your own EVEN BETTER push for less Elixir. It costs 3 Elixir and is as hard to stop as a Golem, far outclassing other 3 Elixir cards in terms of offense. Since you are paying the 3-cost upfront and the 4-cost later it could be said that when you play the E-Golem you are immediately up 4 Elixir since you get a 7-worth E-Golem for the cost of 3. Then when your push eventually dies you make a -7 trade, in exchange for a lot of tower damage. How ever this trade is usually not capitalized on to its fullest because most players spend a bit more Elixir than usual to counter it thus partially nullifying the Elixir gained from destroying it. Playing the E-Golem at the back has no risk whatsoever. Going opposite lane against an E-Golem in the back will just punish yourself, as the E-Golem player can just defend it easily. You may get some damage off but because you spent that Elixir going opposite lane, you now have less Elixir to defend the push, now almost guaranteed to get damage off. When you play it you have 7 Elixir left to defend, that's more than enough to defend some push at the bridge. If they play a lot of cards for a push, you can let them get some damage off then play the E-Golem + a supporting card at the bridge, since they don't have a lot of Elixir in hand. If they play passively, and make a small cheap push, you can defend it with little to no damage then put an E-Golem in the back. When playing E-Golem, once you see the opponent's offense it becomes extraordinarily predictable, since you are forcing them to play by your terms. Most decks wait until after they destroyed the Elixir Golem to make an actual counterpush, and at this point you know what they have in hand and what they're playing so you can defend it optimally. Or perhaps while your Elixir Golem is slowly walking in the back they could make some half-baked push at the bridge. All of the above factors contribute to just how lacking in skill it is. Basic macro is required but otherwise doesn't really require a lot of critical thinking, placement, timing etc. You could spend a lot of Elixir to defend their push, or you could put just enough so that they don't three-crown you and then put an E-Golem down and watch as they abandon any further offense they had planned and start defending. A 3 Elixir card that can't be punished while also having the power/potential of a Golem and doing more DPS than most win conditions. If you play E-Golem then lose to someone, they almost always out-skilled you, outplayed you. If you beat someone with E-Golem you almost never played better than them. It's just not in the nature of an E-Golem deck's playstyle, not too much skill required regardless of matchup. Honestly I'm just going to say, I feel like E-Golem is kind of an underrated card. Previously I thought it was weak and needed a buff/rework to help make it more viable. Now I'm completely against a buff. This card needs some kind of rework to make it less brainless or just no changes at all. Definitely one of the most toxic cards in the game. And that is why I feel dirty playing the Elixir Golem. Very low skill, no matter how well the opponent played before they may lose just because it went to double Elixir. None of the wins I've gotten have felt "earned", it just feels I bullshitted my way to victory by with poor defense then spamming the E-Golem on offense and just winning. I've never had this much success with such low effort put into winning. Never before have I had an 80%-ish win rate in a private tournament. Since I made my own deck I also had the element of surprise on my side, combined with the volatility of E-Golem many matches gave me an early start. I didn't even use Battle Healer or Night Witch in my deck btw; I refuse to put those cards & E-Golem in the same deck. Disclaimer: Yes I've only played this deck for a few days, and yes people playing in private tournaments aren't always the best players. Maybe my opinion is uninformed or biased. Just wanted to share my opinion on this. Thanks for coming to my TED Talk. [link] [comments] | ||
Posted: 17 Jul 2020 04:47 PM PDT
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How do you guys like my card concept, the stunner? :) Posted: 17 Jul 2020 09:11 PM PDT
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Paypaling anyone that can beat this start date Posted: 17 Jul 2020 03:11 PM PDT
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Fix to facing overleveled players on ladder Posted: 17 Jul 2020 09:08 PM PDT I have a fix for facing overleveled players in cr. I think supercell should honestly remove the trophy reset. Along time ago when everyone was in arenas 1-10 or so I don't recall a time when I would ever face a person that was overleveled for his trophy count(unless they just spent 1000 dollars on the game and are climbing ladder) and honestly the game was a lot more fun too. I think if supercell removed it then the game would be more fun and people would actually progress in the game. I feel like ever since I got to the leagues I haven't really gotten better like I did when there was no trophy reset. Tell me your thoughts in the comments below [link] [comments] | ||
Posted: 17 Jul 2020 03:49 AM PDT
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Posted: 17 Jul 2020 07:00 PM PDT
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