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    Thursday, January 7, 2021

    Clash Royale Small request on progression - when your chest slots are full, you will get time reduction on your active chest, so players that play a lot more get rewarded for it. Also, remove the daily maximum of gold per battle or give us more gold per won battle. 44 in the legendary league is really not a lot.

    Clash Royale Small request on progression - when your chest slots are full, you will get time reduction on your active chest, so players that play a lot more get rewarded for it. Also, remove the daily maximum of gold per battle or give us more gold per won battle. 44 in the legendary league is really not a lot.


    Small request on progression - when your chest slots are full, you will get time reduction on your active chest, so players that play a lot more get rewarded for it. Also, remove the daily maximum of gold per battle or give us more gold per won battle. 44 in the legendary league is really not a lot.

    Posted: 07 Jan 2021 02:10 AM PST

    Back in my day, cr was actually fun ��

    Posted: 07 Jan 2021 10:42 AM PST

    Please add the clan search option back

    Posted: 07 Jan 2021 09:33 AM PST

    Closest match ive ever played

    Posted: 07 Jan 2021 03:31 PM PST

    POLL: Should we let the community vote for the Party Modes?

    Posted: 07 Jan 2021 01:52 AM PST

    Emote Electro Dragon full body version

    Posted: 07 Jan 2021 09:43 AM PST

    Can't spectate people you added on supercell ID

    Posted: 07 Jan 2021 02:32 PM PST

    To players who emote.

    Posted: 07 Jan 2021 04:51 PM PST

    I play perma mute.

    I watch some of my replays and see players emote and continue to do so even when there is no response.

    Some players excessively emote so much that they could've won if they didn't emote.

    Now some players stop because there is no emote response.

    Why do you guys continue to emote when players are on mute?

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

    Want to change gameplay? Change the Objective of the Battle.

    Posted: 07 Jan 2021 10:17 AM PST

    I think we can all agree that this game is not in a good spot and is getting kind of repetitive. I believe the main problem is the lack of new objectives in battle.

    What do I mean? Look at this. Almost every battle is determined by who destroys the most Crown Towers. Sure there's Heist and Touchdown, but those are only available for a few days per month and aren't permanent. CW2, Ramp Up, Sudden Death, Hog Race, Capture the Mortar... every game comes down to this goal.

    I think there should be more modes that change the objective of battle. Why not have Hot Zone where you have to destroy various targets around the map (At the bridge, behind Crown Towers, etc.)? Why not an Offense vs Defense Mode, where every 30 seconds, one player can only attack and the other can only defend. Whoever wins the most of these Skirmishes will win! Why not have a Capture the Flag mode where troops can carry a flag at the back of the arena and have to try to bring it back to their side?

    Whatever the modes are, we need new modes that can completely change the objective of the game.

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

    Frame-Perfect Prediction!

    Posted: 07 Jan 2021 07:49 PM PST

    Cards Rework Thread

    Posted: 07 Jan 2021 08:16 PM PST

    Some cards that need rework:

    • Goblins.

    Nobody uses this card because you get 2 more spear Goblins for one more elixir. The 2 spear goblins not only provides 0.33 elixir value but they also don't get splashed that easily, and the goblins in front just aren't as clumped as the Goblins (card).

    Suggestion? Make it a one-elixir card but comes in pairs. This card will be different to Skeletons in a sense that they will survive Zap/Snowball and can survive 4 shots from Glass Cannons while only surviving two shots from hard hitters.

    • Guards.

    Make the shield be dropped to Zap and Snowball while adding one more Guard to make them four. The reason is simple: Guards die to arrows and fire spirits anyway, and their lack of DPS is the reason why they're not a good counter to a rushing Hog or Giant. Look at the Barbarian for inspiration.

    • Elixir Collector.

    Six elixir investment for a chance at eight didn't seem so bad when there are only a few spells back in the game, but with all the new spells, it is, especially for Earthquake. Also, back then the card can appear in your first hand, but now it always appear in 5th-8th position. This huge nerf coupled with how expensive this card is and then to defend a punishment like a Hog is the reason why it's not used as often as it used to be.

    Making it a four-elixir card that gives five elixir or a five-elixir card that gives six or seven elixir (whichever is more balanced) might do the trick.

    • Balloon death bomb

    The death bomb almost always connect to the Tower, especially at lower levels. Yet, it can't kill a Bomber four levels below or an Archer one level higher. Solution? Increased damage, with a crown damage reduction. The Miner has it, so why not the death bomb?

    That's all for now. Write what you think needs changing.

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

    So I did this river race thinking it was ramp up (because... that's the ramp up logo) and lost because its apparently infinite elixir.. ��

    Posted: 07 Jan 2021 02:42 AM PST

    Small request on requesting cards. Have a section at the top where "recently requested" cards appear, so you don't have to scroll through all the cards and easily can select the card you request multiple times a day.

    Posted: 07 Jan 2021 09:16 AM PST

    best rocket miss!!!

    Posted: 07 Jan 2021 06:00 AM PST

    Trophy revert coming soon.

    Posted: 07 Jan 2021 12:54 AM PST

    Lvl.4 Getting stonewalled by valk and wizard

    Posted: 07 Jan 2021 05:37 PM PST

    Currently running: Giant, Witch, Skeleton Army, Bomber, Hunter, Cannon, Fireball, and Arrows.

    At 1743 trophies but I'm getting denied constantly by Valkyrie and Wizard.

    The win conditions I have are Giant, Hog Rider and Battle Ram.

    Could really use some deck suggestions, my code is #QURUYJCQP if you want to take a look at my cards.

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

    How does the algorithm for selecting opponents in ladder work, Supercell?

    Posted: 07 Jan 2021 06:28 PM PST

    I have the feeling that nothing is left to chance and that you get hard counters more often since you „improved" the algorithm (1-2 months ago?). The opponents had „goblin barrel" and other spam cards 5 times in deck out of 8 ladder matches. 5100 Trophy range. Everytime I played RG and Giant Skeleton. Go for it, Supercell, make your algorithm open source.

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

    Clash of Clans has a resume boost button! Surely such technology is possible in Clash Royale, as they're both made by the same company!

    Posted: 07 Jan 2021 06:29 AM PST

    [Effort] Community Request: Party Mode 1v1

    Posted: 07 Jan 2021 09:02 PM PST

    As you all know, ladder is a relatively frustrating experience for those who do not have the dedication of 4 years (or approximately $632 USD) to fully max 8 cards for ladder. With balance changes and meta shifts, and the existence of midladder, it has became increasingly difficult and cumbersome to push trophies. Many players don't want to feel the stress of competing knowing they have almost nothing to gain. Some just want to have fun with ridiculous decks. Party mode addressed these issues for some time, but there have not been any recent additions in the past few months. Party mode was a great feature that can still be improved upon tremendously by adding one simple feature: Casual 1v1.

    To start off, I want to address the most common argument for why this is not necessary for improving the game. Players that don't want this feature will say one of two things: Play classic challenges or private tournaments. Both of these reasons have inherent flaws and I feel like it's about time to address these in one big post.

    Why are challenges not a viable option for casual play?

    As all of you know, challenges have entry costs that you must pay up front before participating in one. Grand challenges are off the table for obvious reasons, but there are still players that recommend classic challenges. For such a low entry cost of 10 gems, there are surely no downsides right? Here is where some of the problems arise:

    1. Matchmaking - When you enter a classic or grand challenge, you are always matched with an opponent with the same amount of wins in the challenge. This is good for competition, but a disaster for casual play. Card levels are capped at level 9, which is perfect for leveling the playing field. However, that does not make up for differences in skill. If you are semi-decent at the game, you would have noticed that the first 3 wins in a classic challenge seem like a joke. That's because you are being matched with players having 1, 2, or 3 wins in the challenge. These players are almost always new to the game with less than two years of play time. There is almost no challenge at all when dueling these newer players, and the time spent battling until you finally find an opponent of your caliber takes egregious amounts of time.

    2. Gems spent over time - It is no secret that gems are easily the most valuable resource in the game, and should be used very cautiously if you are not an upper class citizen or have access to someone else's credit card. If you enjoy casual play and enter classic challenges often, what you will find is that you will have spent over 40 gems in only an hour playing. If you play this game how an hour a day only doing classic challenges to mess around, you would have already spent approximately 1200 gems per season on classic challenges alone. The game is fun when played casually, but it can also be a dangerous resource trap if you are not careful

    Overall, classic challenges aren't a bad option for a casual mode, but it is rare that you will find quality matches, and even then, the amount of resources you would have spent pile up very quickly if you aren't paying attention.

    Why are private tournaments not a viable option for casual play?

    Private tournaments were introduced well over a year ago, allowing players to create game modes that were free for others to join. Free is better, right? Here is what you can expect from the average private tournament

    1. Tournaments rarely reach the player cap. If you somehow manage to find a private tournament capped at level 9 with traditional 1v1 enabled, good luck getting it over 700 players. Even then, the tournaments are usually finished in an hour or so

    2. The quality of matches are substantially worse than classic challenges. Without the win streak based matchmaking, the game can randomly put you with a level 8 whenever it wants to, giving you a boring and unfulfilling match.

    3. They are incredibly inconsistent. Some days you will find a tournament with classic 1v1, other times you will only find level 13 triple elixir battles for the entire day. This makes the entire system unreliable and hampers the amount of fun to be had during gameplay.

    Private tournaments are free, but that comes at a cost of poor match quality and inconsistent lobby availability. It is fairly difficult to find the perfect tournament, even when searching "a a a" in the search tab.

    Many players including myself enjoy a good competition, and in most cases that is not a viable option due to card levels being the deciding factor of who wins the match. Party modes are fun, but spawned game modes and infinite elixir are not going to sustain us forever. There is something missing from the party button that would drastically improve the game as a whole.

    Enter: Party Mode 1v1

    Party mode 1v1 is a tournament capped classic 1v1 game mode that is offered permanently to all players in the party tab. Because card levels are capped, the matchmaker places you with opponents based on your personal best. This ensures that your opponents will be at a relatively equal skill level in every match.

    Why is Party mode 1v1 better than the alternatives?

    1. Consistent matches. When you press battle, you are guaranteed an opponent within seconds. Matchmaking based on your PB will ensure that battles are always even.

    2. No entry cost. Gems are not a factor in this mode, encouraging more players to enter matchmaking queues and speeding up queue times.

    3. 24/7 Availability. If you ever want a break from ladder, this mode will always be available right next to 2v2.

    To sum up, Party Mode 1v1 will be an excellent addition for those who don't want to live with the stress of ladder. Players can use as many troll decks or test their skills without factoring card levels. With having no entry cost, all players can experience this game-mode for themselves, drastically improving matchmaking times. If casual play were to ever be updated, this is the perfect feature to start with. SuperCell, we humbly request that you add a permanent casual 1v1 game mode to the party button. You will not regret it!

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

    Never EVER BM (Karma did a thing)

    Posted: 07 Jan 2021 10:48 AM PST

    LogBait have exacly 2% use rate in ladder

    Posted: 07 Jan 2021 03:17 PM PST

    My Mortar Sparky Deck DESTROYS Opponent

    Posted: 07 Jan 2021 11:13 AM PST

    Name ideas for cards with bland names [more in comment]

    Posted: 07 Jan 2021 01:14 AM PST

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