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    Friday, January 8, 2021

    Clash Royale Petition to bring back touch down mode in Clash Royale!

    Clash Royale Petition to bring back touch down mode in Clash Royale!


    Petition to bring back touch down mode in Clash Royale!

    Posted: 08 Jan 2021 09:24 AM PST

    Heard you guys talking about the good ol’ days - here’s a screenshot from March 6th, 2016

    Posted: 08 Jan 2021 12:47 AM PST

    [IDEA] 20 Elixir Challenge - Battle in Triple Elixir or Infinite in 1v1/2v2! I don't usually create concepts for CR, but here's a small idea the Devs can consider!

    Posted: 08 Jan 2021 10:11 AM PST

    Freaking 1000 IQ hog bypasses my building.

    Posted: 08 Jan 2021 11:46 AM PST

    Gotta love that arrow hits multiple times

    Posted: 08 Jan 2021 03:26 PM PST

    Hello Drew, I believe adding a button to copy a deck directly from TV Royale, or the battle log will be really useful. Many times the deck on the player's profile changes and you have to put the cards manually which takes way more time.

    Posted: 08 Jan 2021 11:28 AM PST

    Least trophies I’ve ever lost.

    Posted: 07 Jan 2021 10:41 PM PST

    Anti-Air Balance in Clash Royale

    Posted: 08 Jan 2021 10:19 AM PST

    Mods, I removed the references. This should be fine now. Regardless, hope all of you guys enjoy this content.

    Introduction

    Anti-air is a necessity in every deck. Whether it be for Lavahound decks, Balloon Cycle decks, Lumberloon decks, or decks with some combination of dragons, minions, and bats, air is something which needs to be accounted for, and even without any air to be countered, air cards still serve to be useful as support troops and tank killers.

    Funnily enough, SC has gone around and nerfed or significantly indirectly nerfed almost every single anti-air in the game, the only ones that are left without a nerf at some point from 2019 onwards are:

    Ice spirit, Spear Goblins/Goblin Gang, Fire Spirits, Wizard, Hunter, Princess, and Ice Wiz

    Yea, that's right only those anti-air cards (didn't include Mother Witch, Ram Rider, NW, and Goblin Giant, ice golem, and buildings according to Deck Shop) have gotten nerfed at some point or another. And most of these cards are just cycle cards which aren't really anti-air.

    The Nerfs

    These will be indicating the most recent/most effective balance change for a card, as in these cards may have been balanced more than once.

    • Before June 2019 (random order, only the most recent balances)
      1. Flying Machine: Hit Speed reduced 1.0sec -> 1.1sec
      2. Dart Goblin: Hit speed slower 0.65 sec-> 0.7
      3. Electro Dragon: Hitpoints -5%, first attack slower. (December 2018, the furthest I went back)
      4. Inferno Dragon: Range decreased 4 -> 3.5, can be knocked back. (Why wasn't it like this in the first place)
    • June 2019
      1. Rascals Nerf: Rascal Boy hit speed reduced 1.3s -> 1.5s
    • July 2019/Season 1 (range standardization and start of Seasons)
      1. Minion/Minion Horde and Mega Minion: -20% Range Nerf from 2 tiles to 1.6 tiles
    • Season 5
      1. Witch: Removed area damage, Hit speed 1.4 -> 1.7 sec, Initial skeleton spawn delay from 1 sec -> 3.5 secs, Mass +100%. (Got buffed the next season, but still net nerf)
      2. Executioner: Axe's maximum range increased from 4.5 tiles -> 5 tiles, Axe's radius -20% (1 tile -> 0.8 tiles), Axe Hover duration from 1 sec -> 1.2 secs. (Got buffed the next season, but still net nerf)
    • Season 6
      1. Archers died to arrows because of arrow rework.
    • Season 10
      1. Magic Archer: Range from 7 tiles -> 6 tiles.
    • Season 11 (Goblin Hut Season)
      1. Baby Dragon: Health -8%.
    • Season 13
      1. Firecracker: Recoil effect decreased by 25% (2 tiles -> 1.5 tiles).
    • Season 14
      1. Royal Delivery: Knockback removed.
      2. Bats: Hit speed +18% (1.1 secs -> 1.3 secs - DPS -15%). (Got reverted)
    • Season 16
      1. Musketeer/Three Musketeers: First attack speed +60% (0.5 sec -> 0.8 sec).
    • Season 17
      1. Electro Wizard: Damage -3.5%.
    • Season 18
      1. Heal Spirit: Damage -69%. (Nice, but also not nice)

    Summary of the Nerfs

    It is quite clear that the vast majority of the anti-air in this game has been nerfed at some point or the other as of recent. The only two of the remaining untouched cards which don't suck or are actual anti-air are Hunter and Ice Wiz. In a sense, basically a full round of negative power creep has swept through anti-air.

    The Effect of these Nerfs

    Predictably, as anti-air continues to get nerfed, air cards/decks continue to get stronger. The two biggest benefittors of this changed are, predictably, Lava Hound and Balloon.

    • Balloon: 15% Usage Rate and 52% Win Rate

    • Lavahound: 7% Usage Rate and 57% Win Rate

    Both these air win conditions have become staples of this meta as asserting air dominance has become a viable strategy against many decks in big part aided by anti-air counters.

    The biggest example of this is Lavaloon Miner. This deck is a Heavy Beatdown deck which wins by taking full domination of the air, and of the air only. Many players play the Lavahound first play, as it has become little concern to care to defend the opposite lane as if the opponents pours a lot in the opposite lane, a tower trade is all but assured. The ever-popular Lavaloon combo has become scrapped for this even more offensive version as air defense has gotten weaker as a whole.

    There's also balloon cycle and lumberloon freeze, with one taking advantage of fast cycle to outcycle weaker counters and the combination of rage + freeze with a balloon only getting better as more counters get nerfed.

    This also combines with the Hunter's dominance as of recent, which is a result of not a single nerf due to its peers' decline along with an equally-powerful Ice Wiz and his handy 'nado. Both of these are lining up for nerfs, and if SC doesn't get the message sent above soon, its gonna get ugly quick. As in a Lavahound and Balloon meta with somewhat similar dominance as EGolem on release.

    Enough of my conjecture, what should we do about this?

    Possible Solutions

    Keep in mind this is my opinion and I'm not leaving concrete balance change numbers because that is not the focus of this post.

    Lazy Solution (Nerf the Air Win Cons)

    As per the current pattern, Hunter is set up for a nerf from the eye test with a usage rate of 20% and a win rate 56%. Ice Wiz and its buddy nado are also at 16% and 26% usage rate respectively with good win rates.

    With this method, we would nerf both cards (maybe even Tornado) with a Musketeer or E-wiz-esque nerf, as in makes the card worse but not like useless bad. But to counteract, we would nerf both Lavahound Balloon.

    Proposed nerfs with this solution:

    • Lavahound: Nerf HP by up to 10% (as in a small amount)

    • Balloon: Nerf balloon death damage to ~10% and nerf HP by ~5% or just HP

      My logic is to make both cards somewhat weaker in terms of their health to compensate for the negative effects of power creep on anti-air cards and maybe even reduce the barely connections for Balloon (especially for underleveled people).

    More Complicated Solution (Buff the Bad Anti-Air)

    As in bad, I mean: Wizard, Executioner, Minions (by extension Minion Horde), Fire Spirits (for real), Witch, Rascals (they've been forgotten for too long), Archers (debatable)

    I'm too lazy to actually state out numbers, that might be a part 2 for another day, but as for my thinking as to how this would work out.

    • Wizard: Leave it at 5 elixir (way too much competition at 4), reduce splash radius, increase damage a good bit.
    • Executioner: Slight damage buff.
    • Minions: Give them their old range (probably not Mega Minion).
    • Fire Spirits: Reduce splash radius, remove 2 of them, make them 1 elixir or Reduce splash radius buff damage ~10%.
    • Furnace: Increase health by ~15% (if Fire Spirits buff 1) or Increase health from 0-5% (if Fire Spirits buff 2).
    • Witch: Increase damage by ~10-15%
    • Rascals: Buff Rascal Boy damage, Rascal girls are fine.
    • Archers: Maybe a damage buff, but probably nothing as a minions buff would bring them into the meta more as arrow bait.

      Changes like these would allow for a healthier balance of anti-air in the game along with bringing some of the dead cards in the game back into the meta, especially with Wizard and Executioner usually getting massive value against Lavaloon decks, and at the same time slightly compensating for Lavaloon by buffing minions.

    Conclusion

    Anti-air within Clash Royale has been reduced in power over time, as many of the anti-air cards rose to the top because of their fellow peers being knocked down, only for they themselves ot be nerfed. By either nerfing the win conditions which benefit from the change or buffing the weakest of the anti-air, we can bring more air balance as we trend to more of an air dominant meta, whether it be Lavaloon, Balloon, or decks with many air cards.

    submitted by /u/Vignesh17
    [link] [comments]

    Please add more friendly battle options

    Posted: 08 Jan 2021 02:40 PM PST

    My token collection. Just curious though, should I be collecting so many? Any non benefit?

    Posted: 08 Jan 2021 08:57 PM PST

    I'm far from being a good player but this one was a frame-perfect sequence

    Posted: 08 Jan 2021 09:16 AM PST

    My closest game ever. Literally Splitseconds.

    Posted: 07 Jan 2021 10:19 PM PST

    Never Give Up

    Posted: 08 Jan 2021 01:39 PM PST

    [GIVE US BACK CW1] It's been a while now, and CW2 is still an absolute joke.

    Posted: 08 Jan 2021 10:26 PM PST

    There's really nothing else to say other than that CW2 is absolute trash.

    • You have a boat attack feature that has yet to be rendered useful, since it is so weak comparative to just normal play that there is literally no clan doing it, because there's an obvious optimal strategy in no one doing it. This has still not even been addressed.

    • You add cycled variants, but put them weekly, so we have to change our decks every week? How is this smart?

    • The race (might as well take out the 'boat', since it's irrelevant) lasts at most 3 days when taken seriously, 2 when the clans are full and all active. This is a joke.

    • Then, for absolutely no reason at all, you make the last race/coliseum last the entire week, making us suffer through the same thing we've done for 4 weeks for another 7 days straight against the same 4 clans. Do you think the results are going to magically change for each week? Because they usually don't, and it's usually just more winning or more losing for 5 straight weeks. How did you honestly arrive at such a terrible idea and still not revise it even now?

    • The matchmaking is horrendous. You literally face opponents 750+ trophies above/below you at random. This is absurd. HOW WAS THIS NOT FIXED WITHIN A WEEK?

    • There is STILL no way to measure a player's daily activity, other than physically calculating out each average and making guesswork about a player's win-rate. How is a clan supposed to advance with this atrocious system?

    • On top of all this, decks cannot be edited right after a loss, the point at which you might most want to adjust your deck. Did not one of you play-test this? Do you just not play the game anymore? HOW has this gone unnoticed?

    • Oh, but you fixed the issue with timezones by resetting war for everyone at the same time? Except that you didn't fix anything, because now clans are given a flagrant advantage if war starts for them during the daytime or even better, just after the workday. There is no way you haven't noticed this, and yet it is not fixed even after months of feedback.

    • But wait, there's more! You decided to force clans to always participate, so every week we are obligated to join into a system that deranks the clan if it doesn't play, and doing so requires a full clan! Wow, what a genius way to destroy half the game's clans!

    Honestly, that's probably not all the issues even. But it's enough. Enough to prove that this is an embarrassment.

    Want a solution? Give us back Clan Wars 1. Admit your experiment failed, and it failed horribly. You clearly don't care about the game enough to actually give it a proper Clan Wars 2. So don't bother. Just give us back what worked.

    Of course, you could grow a pair and actually make Clan Wars 2 better than 1, but at this rate, you'll just continue shaming yourselves and ruining the game.

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

    this chad saw that he was 3 KL over me and give me the win.

    Posted: 08 Jan 2021 05:36 PM PST

    You dare laugh at me? After I compliment you? I think not. (lmao)

    Posted: 08 Jan 2021 11:30 AM PST

    I am currently running this P.E.K.K.A. bridge spam deck. Any tips to counter x-bow cycle. I always lose to it.

    Posted: 08 Jan 2021 10:34 PM PST

    Ideas for Revamping the Progression System

    Posted: 08 Jan 2021 03:57 AM PST

    So if Clash Royale is going for making longer seasons and revamping progression in the next update... I think the following would be great to see in the revamp:

    More tiers, bigger rewards (don't increase price too much tho--whats great about the pass is its affordability/value) Pass Royale Quests!

    Quests in Clash Royale may be gone... but to make it easier to progress the newly revamped Season Pass... why not add back Quests exclusively for the Season Pass? Maybe some could help you unlock some extra rewards as well. Some could also be related to CW2 when the eco settles

    More ideas: - Revamp the gold bank! The gold bank is such a pain to grind--and for what you get, its not worth it. Honestly, you could just remove it if you go with improving the pass in general--but I have a great replacement:

    Introducing: Challenge Tickets!

    Yes... I know you've heard of them before--allowing a free entry into Victory Challenges. This would be a great step towards fixing CCs/GCs. Adding these to the pass could be a great replacement for the Gold Bank.

    For F2P Players, I suggest adding a Clan Wars Shop.

    The more fame you earn, the more you can can buy in this shop. What would this Shop contain?

    Challenge Tickets, Trade Tokens, Card Packs(random amount of cards of a specified rarity), Exclusive Chests, and more!

    This is my idea to add into a progression revamp in CR.

    I hope you both can take a look at this and consider it for the March update u/Supercell_Drew and u/ClashRoyale. I'd also love to hear any feedback from fellow members of the community as well of course :) I'm sure you guys would have some great things to add on to this that the team would love

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

    Still wondering to this day the thought process of Supercell..

    Posted: 07 Jan 2021 10:35 PM PST

    I need some advice

    Posted: 08 Jan 2021 05:24 PM PST

    So I'm an average player currently in about 4600 trophies and my deck is Zap, Prince, Baby Dragon, Inferno Tower, Goblin Gang, Log, Skeleton Barrel and Mega Knight/ Dark prince (I change them occasionally). I have no defense against players that have more than 1 troop that directly attacks towers. For expample, Hog rider and Ballon or something like that. I just want to know how to defend against people with 5.5 decks with troops like that. Thanks in advance and cheers

    submitted by /u/Mymy01
    [link] [comments]

    My Deck

    Posted: 08 Jan 2021 07:31 AM PST

    Oh wow I am the blind one for explaining why matchmaking isn't rigged. Oh ok guess I'm blind now (shrug)

    Posted: 08 Jan 2021 07:42 AM PST

    FULL META MAP (Updated to Season 19)

    Posted: 07 Jan 2021 10:57 PM PST

    Saw a post about -12 trophy loss, then got this.

    Posted: 08 Jan 2021 03:08 PM PST

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