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    Monday, December 21, 2020

    Clash Royale The truth

    Clash Royale The truth


    The truth

    Posted: 21 Dec 2020 07:37 AM PST

    It true tho

    Posted: 21 Dec 2020 09:11 AM PST

    Petition for the tower skins to be the same size as the actual tower's hitbox

    Posted: 21 Dec 2020 08:16 PM PST

    Not surprised

    Posted: 21 Dec 2020 12:31 AM PST

    Literally Unplayable

    Posted: 21 Dec 2020 05:49 AM PST

    And that's why the battle healer is yellow

    Posted: 21 Dec 2020 02:40 AM PST

    The Dismal State of New Ladder

    Posted: 21 Dec 2020 04:22 PM PST

    It is over halfway through the new season for ladder, and the season will soon be coming to a close in 10 days. By now, people should have budged off of their season reset lines, right?

    False.

    By this point in the season, 4.5-4.8k should not still be clogged with this many max players. All there is is maxed players, essentially. Traditionally, around this time of the season, this range is the playing ground of 10-12s, with the occasional 9 or 13 thrown in. However, 13 of my last 15 matches have been players with all max decks (not necessarily KT 13 or maxed completely though), and the other two have had 12/13 mixes. For someone whose archers can get killed by mirrored zap, this is a huge annoyance. I essentially haven't budged from my 4702 season reset when I am usually in Master II or such right now.

    What's to say that this trend doesn't keep continuing? What's to stop the season resets from constantly squishing this max player range down to 4k, when the trophy gates stop everyone from sinking and it'll be an even worse blend of levels down at 4k? Someone please educate me here, because I really don't know what's going to happen.

    (for those of you who will tell me to go do CC or casual, I find spawner modes trivial and regular 2v2 disappointing in terms of teammates, and I have 1 gem from spamming CCs to try to get more 12 wins under my belt)

    (and for those of you who simply tell me to git gud, there's nothing you can do when tesla + archers still lets rg get 1 hit)

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

    ANTI-CLASHMAS COLLAB WITH PRUE LEITH. LOG HANGRY! U BAKE AND PUT PHOTO ON THREAD WHEN FINISH!

    Posted: 21 Dec 2020 04:11 AM PST

    Brawl stars; Brawlidays. Clash of clans; trader gifts. Clash royale; give us your money

    Posted: 21 Dec 2020 09:28 AM PST

    Trophy Dropping Discussion [effort]

    Posted: 21 Dec 2020 07:20 PM PST

    Saw another post about this topic, and just wanted to generate some discussion about trophy dropping since I think it's an issue.

    Trophy dropping is way too easy, and it's MASSIVELY incentivized by a lot of factors:

    1.) Each new arena per season gives a 24 hour chest boost. It's very time consuming keeping your chest slots full during this time, especially if you're winning 50% of your games like ladder trophy matchmaking causes.

    2.) During normal unlock times the same issue as #1 exists, for the same reasons if you try to win on ladder.

    3.) The season tiers each require 10 crowns, plus the bonus bank gives 250 gold per crowns up to 10k. If you win 50% of your games this is a pretty big grind and it's hard to get the full bonus bank, especially if you use a non-beatdown style deck where wins are generally 1 crown victories.

    4.) Clan Wars 2 is completely horrible from a gameplay mechanic, and contributes heavily to burnout. This isn't directly related to ladder but the burnout it causes makes doing a by-design 50/50 win rate mode pretty exhausting.

    5.) Skill Based Matchmaking is cool for competitive modes, but gets pretty old long term if it's the only real mode available. If tournaments were better, or if the other modes weren't pretty stale after a while, or if they introduced challenge tokens... this problem wouldn't really be a thing. As a result, the core of the game is kind of stressful and grindy as a whole which again contributes to the above problems.

    6.) Progression is so MASSIVELY stunted and broken that you absolutely NEED to optimize your card and gold intake to have a chance at maxing out every card in less than 5 years. Even with the pass; the problem is inflation where every new card makes the climb even more steep. It's broken and if not for this there wouldn't be a real reason to care about the extra rewards.

    All of the above are significantly fixed by trophy dropping, to cheese out free wins that are quick, easy, and low stress. It allows for otherwise impossibly high win rates, which in a game with a decent amount of toxicity is most certainly a huge benefit.

    I feel like there's no realistic alternative; you can't "git gud" to raise your win rates much because even the pros don't win much more than 65% on ladder as I recall from another earlier post. If you don't trophy drop you must then space your games out to not climb too quickly so playing more casually is kind of punished. Well the only real alternative is to simply add lots of quantity over quality, where you spent a ton of time every day playing. That's possible but annoying and when paired with the burnout from four clan war battles per day PLUS needing extra grind for chests massively suppresses enthusiasm with the game.

    submitted by /u/ArcticFox58
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    Why you talking to yourself? ������

    Posted: 21 Dec 2020 09:06 AM PST

    Mods please remove this if it isn't allowed

    Posted: 21 Dec 2020 09:05 AM PST

    Merry Logmas! [Art]

    Posted: 21 Dec 2020 04:51 AM PST

    The un killable card.

    Posted: 21 Dec 2020 04:41 AM PST

    Supercell 2020: A Year In Review

    Posted: 21 Dec 2020 03:08 AM PST

    How to counter 99% of cards

    Posted: 21 Dec 2020 05:56 AM PST

    Smh my head

    Posted: 21 Dec 2020 09:42 AM PST

    positive elixir trade

    Posted: 21 Dec 2020 04:55 AM PST

    [EFFORT POST] The perfect hard counter for midladder/beatdown decks (deck strategy #1)

    Posted: 21 Dec 2020 02:08 PM PST

    [EFFORT POST] The perfect hard counter for midladder/beatdown decks (deck strategy #1)

    Not sure why tornado is grayed out but whatever

    Role of every card:

    Royal Delivery - Either used as a surprise spell to fully stop a push, or a cheap cycle card behind the king tower at the start. Used like a surprise mega knight sometimes.

    Bomb Tower - Again, either a surprise building or another cycle card at the start, can also be used like delivery, planting it on top of a push and letting everything die in the bomb.

    Tornado - The defensive star of the deck, over half of the deck synergizes with tornado, and you want to be using it as much as possible, not just on defense or for king tower activations, but for sneaky plays like pulling support cards into your incoming P.E.K.K.A.

    Baby Dragon - My go to card when the opponent plays something cheap in the back, baby dragon pairs with ice wizard, and can also solo ground pushes.

    Cannon Cart - Not only is it a great ground DPS card, cannon cart is one of the win conditions in this deck, playing it at the bridge when your opponent plays something expensive in the back is never a bad play (also it counters x-bow for you x-bow haters out there).

    P.E.K.K.A - The main defensive DPS, not played usually until double elixir, the P.E.K.K.A is one of the highest DPS units in the game, and with the help of your princess tower and one of the following :ice wiz/baby d/nado/bomb tower, it can stop virtually any ground push.

    Miner - Dead card. Jk, its the other win condition. Many miner cycle/control decks use miners on defense, or to snipe support troops. This deck is an exception however. With tornado being your only tower damage, you NEED to cycle miners with every opportunity, the only other way to get damage is sneaky cannot cards, or an overwhelming counter-push.

    Ice Wizard: This freezy boi is baby dragon's best friend. The two of them together negate any swarm, and ice wiz on his own is great for slowing down and killing tanks.

    Synergies:

    Cannon Cart + Miner (punish)

    Tornado + ice wizard/P.E.K.K.A(assassinate support troops)/Baby Dragon/Bomb Tower/Royal Delivery

    Ice Wizard + Baby Dragon

    Bomb Tower + Ice Wizard/Baby Dragon/Royal Delivery

    How to play:

    As a heavier deck, you must play this extremely passive, with the exceptions of miner cycling and cannon cart punishing. As an very off-meta deck, virtually every card here will catch your opponent off guard, and despite the slower cycle, many of these card's jobs overlap. For starting plays, either miner in safe spot (corner opposite of king tower), or bomb tower center/ice wiz in back if your feeling spicy. You'll want to play reaction-based, but make sure you maximize saving elixir against cycle decks. Know how to play against each matchup (in hard counters section), and counter with the correct cards accordingly. This deck's biggest weapon is the element of surprise. Many skilled players will try to punish you for cycling a counter, only to find another one in your back pocket. After the first few sequences, they'll start adapting, and you'll need to respond to it. This is where the deck switches from control to more of a beat down deck.

    Hard counters (both ways):

    Beatdown/heavy decks like golem, lavaloon, giant beatdown, etc. - In your favor. In most cases you can completely melt big pushed, and in the cases where your opponent has lightning, fireball + nado, etc, just spread out your defense.

    Fast cycle decks like 2.6, 2.9, and log bait - In your opponent's favor. While they can't out cycle your counters, (because you have so many) They can definitely spell cycle you out. This is where you need to turn to the beatdown aspect of this deck, and do anything you can to stop the spell cycle.

    Graveyard/RG - A more 50/50 matchup, you'll still need to not let them spell cycle you, but against these heavier decks, its much easier to prevent.

    My rating:

    Overall: 8.5/10

    Offense: 5/10

    Synergy: 9.5/10

    Defense: 11/10

    Matchup-dependent: 40% dependent

    #1 tip:

    Do not panic and start bridge spamming during the middle of the game!! You can build up a counter push eventually and take their tower, but panicking early game because you're not getting damage will completely throw the match

    This concludes my first post of what (I hope) will become a series, comment for any more deck questions, and have a good day c:

    - u/revolites

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

    Would this make the game better?

    Posted: 21 Dec 2020 11:14 AM PST

    My good deed for the year. Merry Xmas.

    Posted: 21 Dec 2020 01:03 PM PST

    What happened to the Nova and Clout Gaming?

    Posted: 21 Dec 2020 08:54 PM PST

    I quit playing a few years ago and I just started a new account. I'm just wondering what happened to some of the OG clans?

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

    Even Supercell’s bots are learning how to hack

    Posted: 21 Dec 2020 04:28 PM PST

    The log nerf is real...

    Posted: 21 Dec 2020 07:39 PM PST

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