Jump to content

Search the Community

Showing results for tags 'game'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Royale Ramblings
    • Announcements
    • FAQ
    • News
    • Contests
    • General Chat
    • Off-Topic
    • Rants & Raves
  • Royale Recruitment
    • Recruiting: 1000+ Trophies
    • Recruiting: 2000+ Trophies
    • Recruiting: 3000+ Trophies
    • Recruiting: 4000+ Trophies
    • Recruiting: 4500+ Trophies
    • Recruiting: 5000+ Trophies
    • Recruiting: 5500+ Trophies
    • Recruiting: 6000+ Trophies
  • Deck Help
    • Card Discussions
    • Clash Royale Decks
    • Guides
    • Videos
  • Site Help
    • Questions
  • Rebel Riot Club's Check Us Out!
  • Rebel Riot Apex's Check Us Out!
  • Rebel Riot Jr's Check Us Out!


There are no results to display.

There are no results to display.

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me

Player Tag

Clan Tag

In-Game Link

Found 184 results

  1. submitted by /u/Water_In_A_Cup1 [link] [comments] View the full article
  2. submitted by /u/DoinkDamnation [link] [comments] View the full article
  3. TO COMMUNITY MANAGERS SETH AND DREW, r/ClashRoyale AND THE CLASH ROYALE COMMUNITY, The next Clash Royale Update Better Pull It Off. Clash Royale is announcing that something HUGE is coming in the next update. We haven't had a game-breaking update since the Season Pass and the game is getting stale. Will this update bring Clash Royale back into the daylight, or will it give temporary hype for a few days, and then drift off into the darkness once again? I am now officially a former Clash Royale player (since March 2020). I have played since beta, owned a clan for 2 years, and contributed to a Nova Esports Clan for one year. Ever since the Season Updates came along, the game feels staler than ever; a feeling of disgust, the "why do I need to play the same stuff" feeling. What is this all for? Now, my intentions of posting this is not to "spark outrage and hatred" in this community or cause anyone to dislike the Clash Royale Developers. This is a game that I have loved for years. I don't think the Supercell Team will read this post, but I want to express my honest opinions on how to improve this game and hope that Clash Royale will have a better outcome. ____________________________________ Topics I Will Be Covering: Clash Royale Season Pass Updates Pass Royale/ Special Events/ Emotes Supercell's Communication with the Community Progression System State of Clan Wars and Clans ____________________________________ 1. CLASH ROYALE SEASON PASS UPDATES This huge update better be Supercell's miracle to save their game, or else Clash Royale's future will not look so good. And I guarantee that. The Clash Royale Team's development team is a lackluster when it comes to creating these updates. Look at Brawl Stars. This game has huge updates that actually changes how the game is played. Despite the Coronavirus pandemic, the Brawl Stars development team have been working so hard to create exciting updates for their playerbase, and even made the Brawl Pass FREE to the free-to-play. They even spend time to actively listen to the community feedback and implement ideas based on them. I'm just so proud of the Brawl Stars team. Now look at Clash Royale. Same boring updates for one whole year. Lack of communication with the playerbase (see "Supercell's Communication with the Community). The biggest update is delayed. Game is staler than ever. The "sneak peeks" are feeling more "disappointing" then exciting. The game is in a bad state. Instead of writing huge paragraphs about this topic, I'll try to be brief and share the key-points. This will limit the reading duration to our fellow readers. a) TV Royale Episodes I want to summarize how I feel about how content is presented in TV Royale (Season Passes): After watching "Season Pass" episodes, you already know that nothing will change gameplay-wide Most of the episode is "filler" information. I've noticed that Seth and Drew tend to make repeated-content appealing by spending time describing cosmetics and makes it seem like important content Despite TV Royale being longer than 3 minutes, content feels quite minimal I want to wish the Supercell Team the best of luck in creating the next update, because it has been hard for them lately due to COVID-19 b) Pass Royale Pass Royale is additional content to the pay-to-play playerbase, and definitely does not count as major content. However, I cannot argue with this because money is the key to a successful business. Reminder to everyone that Clash Royale still requires money to run their business, so let's not jump into conclusions and complain that Supercell is a "money hungry" operation. As for the Pass Royale item, here's some feedback on it: The rewards are exactly the same despite how many new tiers there are You would typically buy this for the cosmetics, more chests, "chest strikes", unlimited retries, and season banks. This isn't a really good incentive to play Clash Royale if all you're getting is the same stuff every time. Buying the season pass for extra rewards won't help your progression significantly. It will give you strikes and unlimited retries. But realistically, whether you buy the pass or not, there's hardly any difference when it comes to progression. Tower Skins and New Arenas Temporary arenas are cosmetic and do not count as major content. This type of content goes away in the next update, so why bother making this so important? Tower skins isn't bad content, but isn't major content either. They are simply cosmetics. c) Emotes Emotes are definitely not major content. It's purely cosmetic, and are considered "small-additions" to an update. Why do emotes not count as major content? (!) You can only select 8 emotes for your "emote deck", and it's infuriating to swipe through a hundred emotes and select the emote you want. You can never use all of your emotes in one game unless you're flexing to the opponent Emotes CAN be annoying so some players mute them ingame, so what's the point in collecting them? The only existence of emotes in clan chats is for random emote spamming or huge blocks that fill up the chat d) Special Events Spawning, spawning and more spawning. Sometimes, you can even predict the spawning challenges that will appear in the next update. It doesn't take a rocket scientist to predict these challenges. They used to be fun, but now they're very unoriginal. We need more challenges that are unique, especially community ones. e) New Cards Adding new cards won't improve the state of Clash Royale, especially unoriginal ones like the Skeleton Dragon. Here's why: Some of the new cards have recycled mechanics or a mix-of-mechanics from multiple cards being an excuse to make a brand-new card No matter what card is added, the "card boosts" will often not help test out card mechanics on ladder due to a narrow variety of cards you can use (see Progression System) A new card will most likely decrease in usage rates after the monthly seasons end ____________________________________ 2. PROGRESSION SYSTEM The progression system has been a lackluster for a long time. The real reason why you're collecting all these rewards all over the game is to upgrade your cards. They can be used for ladder (1), clan wars (2), and challenges/tournaments that require your real card levels (3). I'd personally want to see some changes made in this system. ​ Why is the overall progression system in a bad state? It takes years to max out an entire deck, never mind a single card (as a Free-to-play with full commitment) It's really hard to use a variety of cards on ladder due to the extremely slow progression system, which makes trophy pushing stale No matter how many chests you open, even huge chests such as the Mega Lightning or Legendary Kings chest won't help you max your cards, not even by a fraction. This is due to the randomization card collections, where random cards come out (not the ones you want). Buying the season pass for extra rewards won't help your progression significantly due to the reason above a) Ladder and Trophy Road Why is Ladder in a bad state? Current progression system restricts the variety of cards you can use on ladder Season Reset decreases 50% of your trophies if you're in the Leagues. This pressures players by putting them on an endless cycle of attempting to replenish their trophies every season. For high trophy clans, it's a pressure of retaining their ranks. Not pushing will result in a lower trophy count. Due to the tiny amount of rewards you get each season, you're forced to use the same cards time and time again. It does get a bit boring. b) Card Boosts This was a nice addition to the game, especially when new cards are released. You can test out the new card on ladder and find out its archetypes (aka how it works). That's not always possible. Because it's not possible for the boosted card to fit into all decks. For meta decks, each card has its purpose to fulfill in order to succeed in matches. An unknown, boosted card could potentially jeopardize the functionalities of the entire deck and may result to a loss of trophies. This all comes down to the variety of cards you can use on ladder. For a majority of people, not that many. c) How to Improve Progression? As many would have guessed, the best solution is to make progression a bit faster. Slow progression systems will increase the staleness and repetitive nature of the game, and will result to more people quitting. Ways to speed up the progression are: Significantly increasing the rewards in chests or challenges Decrease the overall RNG when obtaining cards Have a system where chests will produce cards that are consistently used on ladder (Helps provide more cards for higher leveled cards) Decrease the number of cards required to upgrade For players who have maxed out multiple cards, the chests will favor cards that haven't been maxed out yet The shop could provide cards that are used more often ____________________________________ 3. SUPERCELL'S COMMUNICATION WITH THE COMMUNITY In my opinion, the Supercell's communication with the community is fairly decent, but is definitely not something to be proud about. There hasn't been any noticeable changes with their communication since 2018. I want to go more into depth on this topic and explain their post. Main Communication we are Currently Getting From Supercell: u/Supercell_Drew's responses on Reddit and clarifying questions for the public Community Manager interviews Very rare communication posts There used to be "Weekly Communication Topics" and "Semi-Monthly What We've Been Working on" posts, but I've heard that community backlash has caused this operation to shut down On the TV Royale episodes, they're now talking about how a "card" is developed, which doesn't really count as communication. ​ a) I'll be replying to some of the main points on this post Supercell Drew shared earlier. ​ Developing takes time. Developing a brand new feature takes longer than modifying existing features. Taking an existing feature, removing it and turning it into something completely new takes even longer! Telling the community that developing takes time is something that we can all understand. But for one whole year? It shouldn't take a long time to create one single "huge" update or some changes to Clan Wars. Look at the Brawl Stars Team. They've created so many game-breaking features such as gadgets, and is successful at doing so. I understand that Brawl Stars is a completely different game with different mechanics (etc), but Clash Royale does have lots of potential as well, and this "potential" isn't being executed in a good way. Now look at the Clash Royale community. Lots of backlash and posts that spark outrage because of repetition. There are also lots of ideas that have the potential to improve the game. There is hardly any implementation of community ideas in Clash Royale as most of the ideas and concepts only come from (and are restricted to) the Clash Royale Developing Team (or maybe Youtubers, but that's it) ​ Bigger features are more complex and sometimes you have to throw stuff out and go back to the drawing board to deliver the best feature possible. I see this as a risky assumption to make for what the "community wants". It's quite hard to predict what the community wants if the entire community doesn't get any specific idea of what's coming. What happens if this "huge update" ends up being a total failure and a dissatisfaction to millions of players? The scene won't look so pretty. This is when the "Weekly Communication Topics" or some discussion thread comes in. Also, we understand that development of new content or a rework does take a long time, but should not take over a year to make. To majority of the playerbase, this is becoming a disappointment because the Team isn't meeting up to Supercell Standards. The delay and the Covid-19 situation isn't an excuse either. Again, look at Brawl Stars Team for example. The Clash Royale Team shouldn't use the excuse of consistently trashing concepts and going back to the drawing board time and time again in order to make (what they think is) the "best feature possible". Now I'm not asking the Supercell Team to reveal everything (this will defeat the hype obviously!). Reveal something small and get the community to provide feedback and suggestions for that topic. Use community suggestions all over r/ClashRoyale to possibly improve the development of the huge update. Now that's communication! A small dev team can't do everything on their own. ​ We also created an entirely new way to play Royale that we ended up liking so much we wanted to put it in alongside the originally planned features. I don't want to sound too selfish, but I find the Clash Royale Dev Team is talking A LOT about themselves and not about what the entire player-base and community thinks about this situation (personal opinion). ​ And last of all - we want to make sure that what we show or reveal is going to be an accurate representation of what appears in-game. This is obviously easier closer to update completion. For Season Pass Updates where the update content is so predictable, this statement is deemed true. However, I can prove that this statement is false. Let's take the "Introducing STAR LEVELS" teaser for example; The Supercell Development Team has been creating star levels for a few months after this update, and then it just stopped. What happened to Star Level III Mega Knight? Doesn't seem accurate at all. I understand that these Star Levels take up a lot of assets ingame, but the Supercell Team should rethink this and learn to live up to what they advertise. ​ It’s taking a while but we will be revealing more in the future and are hyped to share it with you. Supercell, I advise you guys to live up to what words you are representing to the community. Usually, we are told that "This update is going to be massive!", our team is working so hard to create this update, more info will be revealed in the future, revealed soon, revealed later, please be patient. Using this repetitive cycle of communication has been going on for far too long, without any direct indication as to what will ACTUALLY be happening. Revealing a very general topic to the community as a sneak peek "Example: we are improving Clan Wars!" is too vague of a topic. This brings confusion and frustration as the playerbase doesn't know WHAT will be changed. The Team can't always keep the playerbase waiting for months at a time and having a teaser picture to show after 6 long months of nothing. All words, but no actions, yet. I wish the Clash Royale Team good luck on creating this update, and I hope it IS the best feature there is. b) Solutions on Communication I know I may be asking for a lot, but it's time for the community to have some sort of involvement in Clash Royale Updates. Implementing community content, suggestions or ideas, is something that could significantly improve the State of Clash Royale and could include something as small as: New cards created and designed by the community Community-made emotes Special Events/Game modes created by the community (not restricted to Youtubers) QOL Changes / Suggestions Star Levels (Goblin Guru has his Star Level III Rocket Idea) ​ ____________________________________ 4. STATE OF CLAN WARS (and Clans) Clan Wars have been a lackluster for many months. I've been noticing that lots of Clans are shutting down and are becoming more inactive than ever. It's quite hard to be committed to the same, repetitive tasks every single day. Collection, then war, then collection, then war. Ever since the "Clan Wars Update", nothing significant has ever changed except a deck-rotation and challenges rotation change. Why Is Clan Wars Stale? After reaching 3000 Clan trophies, you'll get the same rewards as a Clan with 30000 trophies When the season ends, even the highest reward (Legendary League 1st place chest) isn't worth the time and effort to obtain (Less valuable then Mega Lightning Chests, but even the best chests don't help progression significantly) No milestones as an incentive to push in Clan Wars Clan Wars does very little on improving your progression State of Clans/Teams The amount cards you can donate helps you upgrade a single card to its maximum level very VERY slowly. In fact, it'll take several months to upgrade the card you want, and it can get infuriating sometimes Please implement a separate chat for trades, because a massive number of trade token offers take up majority of the chat. Why do this? 1) This will help reduce clutter on the clan chat, and 2) A separate page can also feature more trades. It's quite hard for clan leaders to motivate members to do the exact same tasks repetitively Due to Clan War's lost of interest over time and progression issues, majority of clans are getting inactive ​ ____________________________________ 5. Other Features In Clash Royale TOURNAMENTS This is commonly used for Youtuber Emote giveaways, but that's pretty much it. The rest of the Tournaments feature is dead. Rework or remove this feature. MATCHMAKING Matchmaking is still very flawed, and most of us know why. Need me to say more? SHOP OFFERS Please remove those gems-for-cards offers. Only a fool will choose to spend 250 gems for 50 Bomb Towers! We need more ways to get Fortune Chests! Allow cards "that you frequently use on ladder" to appear in the shop more often instead of complete RNG BALANCE CHANGES Balances have improved over the months, but still needs gradual improvement. Despite having almost 100 cards, cards that are being balanced won't really change that many interactions and will definitely feel unnoticeable. This includes 1-5% HP buffs, or 0.1 sec changes in hit-speed. Cards that desperately needs changes and are below 1% usage rates are not buffed until many months later. This is due to a lack of testing. Cards that are perfect in their current state (and doesn't need changes) instead get an entire rework and ends up being either too dominant, or useless (Eg. Tornado, Witch and Executioner). There needs to be some changes in how cards are balanced. Saying that the game is perfectly balanced at its current state, is no excuse. LAGGING Suggestions on lagging: Before you press the battle button, there needs to be a system to "warn" you to check your wifi connection if your connection is poor When lagging in 1v1 battle, at least have a bot to replace you during your AFK When lagging in 2v2 battles, allow your 2v2 teammate to control your deck during your AFK __________________ Conclusion Most of us can agree that the game is getting very stale and boring. No incentive to keep playing. CR players are dropping like flies. The game's in a really terrible state and I wonder what'll happen at the end of the line. I personally love this game, and I believe the Supercell CR Team could turn the tides with the upcoming update and make Clash Royale great again. Big thanks to u/Supercell-Seth and u/Supercell_Drew for creating such an amazing game that has been adored by players for years. Good luck on creating the next update! __________________ If my post is TLDR (too long; didn't read), if I've missed information, or if there's a typo, please feel free to comment any concerns you have regarding this post! Thank you! submitted by /u/Chief_Pekka [link] [comments]View the full article
  4. Lately, I've enjoyed reading everyone's ideas about what should be added in future updates. I gathered up a list that consists of most of the ideas that people in this subreddit have shared. Instead of being negative about the lack of major updates since 2019, I want us to come together to generate more ideas and expand on our already existing ones. What would you guys like to see added into the game? A list of this subreddits ideas: - Quicker progression system - Tower defense mode - Season Stories and boss fights - Ranked mode - Revamped clan war mode - Changes to the Season Pass (Percentage decrease toward card upgrades) - Card upgrade costs decreased - Elixir and Dark Elixir added (only if card upgrade costs aren't decreased) - Special Clan War Currency (Like League Medals from COC) - Current card system scrapped (Each card gets new stats to allow for better balancing and a larger variety of meta decks) - Better shop offers (remove the terrible 250 gems for 50 common offers, and the other ones) - Add hero's - Add a way for clan members to compete (Add the clan box back or something different) - Add league medals back into the game - Add a new rarity - 2v2 ladder - Revamped UI - Qol Changes (Too many to list) - Arena village that players upgrade, and other players attack (mini mode) - Improved matchmaking system submitted by /u/peep22 [link] [comments]View the full article
  5. So as we know Clash Royale’s new game modes lately have been very meh, with the exception of Legendaray’s Infinite Elixir Challenge. This got me thinking if we could enjoy the chaos of infinite elixir why not an infinite deck challenge, in which you and your opponent would still start with 4 cards probably the same 4 to start out but then every card after that is randomized until you cycle through every card in the game and then it would reset. Even if it is just for the party button I feel it could be a very fun way to get people to try a variety of cards, and just enjoy the randomness for once. submitted by /u/NVETRANO14 [link] [comments]View the full article
  6. submitted by /u/tigii [link] [comments] View the full article
  7. submitted by /u/pokelolmon7 [link] [comments] View the full article
  8. it's a new clan's game mode where you have to attack a large arena which is the Dark King's Kingdom. This arena would be defended by buildings with different capacities and some sort of dark royal recruits and dark knights. The dark prince of course will be a traitor and that's why he hide his face. There would be placed in different places of the arena 4 dark princess towers and one dark king tower. Each destroyed princess tower will earn one point and the king's tower 3 points. Princess towers would be less well defended and therefore easier to destroy. This would allow targets to be set for clan players based on their level. The leaders and co leaders could, by analyzing the defense of the arena, indicate to the lower level players which are the most vulnerable princess towers. The attacks would unfold like this, we will prepare our attack by dropping our troops on the battlefield in different places depending on the strategy we want. For example a giant goblin in front of a sparky on the right and three hog riders on the left and 2 princesses and a knight in the center. Once the establishment is complete, the captain launches the attack from the main ship and the troops begin to advance. There would therefore be the possibility of putting the same troop in several copies. The limit could for example be 30 elixir in total for the composition of the attack and there could be 3 or 5 waves of attack . In addition to that there is the captain that everyone can choose according to their specific abilities that would replace the heroes. Ability to send a rage spell , give a shield to all troops, restore health, send fireballs, etc. In the last wave of attack the captain will join the battlefield with a lot of pv and good attack. He will be customizable with a lot of different outfits which can be purchased in the shop and exclusive of the pass royal. A new way to earn money for Supercell. There could be different level of dark Kingdom arena to attack from level 1 (easy) to level 13 (very difficult). The Dark Kingdom's war last 1 week, and return every week with different arena. submitted by /u/LeoSanjay [link] [comments]View the full article
  9. submitted by /u/dmonster1 [link] [comments] View the full article
  10. Progression Honestly, progression in this game is way way way too slow. As they increase more cards, you need more gold more cards to upgrade. Chests need to be boosted to accommodate all those new cards coming out. Gold need to be boosted cause honestly, 100k per card to max is a lot. Epic Chest, honestly I feel like for 10k it should have like 5 strikes cause if you burned that much and get Mirror, Rage, Clone & Freeze, what the point of burning it. Make the chest more worth Legend Chest, totally need a redo. 500 gems for one legend? And there is the Global Tournament? Ya... Shop offers. Honestly, deals like the 250 gems card packs should be thrown away. Add Tokens into the mix. Shop Chests are honestly the worst deal I seen, they really need to make it more enticing cause boi I will never buy any from it. Shop Gold are also horrible...1000 gold for 60 gems is so outdated...if supercell can, they should update that lol Ladder Honestly feel like it should have more options (Similar to Party). Add a Tournament Standard Ladder (catch is that you get only 10% of the reward you would usually get in Max Ladder). This is one of the idea I had for ladder. You can play ladder with level 9s, but you will still need max cards to progress at a faster pace. Training Camp As usual, who uses this anymore? I think we should replace trainers for real players with additional choice if they would want to play in max or tournament setting. Setting Not really much, but can't we have a setting for the music and sfx? Emote & Tower customisation Why can't we already different tower skins for each tower? We brought them and it be nice to use them more. Also, can we also add a randomised option for tower? This option will randomised your towers for every match Emote wise, can we reorder them? Not just for the main 8 but also for the rest of our emotes. I think most of us have more then 8 emotes that we like yet we can't really use it cause it all the way back at like what page 5? Party Nothing much wrong here, other then the fact we can't have a tournament standard setting there lol. Clan Ah yes, clan. Skip to the point, can we throw out Clan War already? It the most stale thing I seen in CR. Most people ain't even play it anymore. We also do need a message of who switches the Clan Flag, Description, Settings, who invited who & if someone changed their name. In addition, give more uniqueness to the clan leader. More options such as the ability to limit our many co leaders & elders can kick will be nice. Adding more ranks into clans will be nice, more variety to ranks. Next, can we also sent friend request in the clan already? Simply add a button next to the profile of your clan mate saying "Add Friend" will be a nice feature instead of doing 2v2s. Lastly, can we have a global/localised trading chat? We can ask / request trades instead of our clan? I feel like this will be way faster to get your trades done. Of course there should be a cap in the amount of trades it can be stored at once so that your trades won't be spammed away (say 50 trades at one time?) Quest The purple quest are really damn useless...why don't they add quest points in? It still quest right lol Booster We need to change the fact u just get thrown with a boost early season. Add a booster section in the shop which uses ticket to buy boosts. Obtaining Tickets: Every league you unlock you will be awarded a ticket. This ticket can be used to buy one boost. In addition, can we add more variety to chest boost? Like a gold boost in chest, or a reduction to donation time (say reduce it by 25%). That all from me, what would you want to see added? And if there is anything you want to correct me, you can do so :) submitted by /u/Team_Legacy [link] [comments]View the full article
  11. I have played this game since the very beginning, and I've had some great times with it. However, the game has been in a state of decline, and honestly I don't get the same excitement with playing it anymore. keep in mind I have played over 2000 hours of this game, have hit top 1000 in my country, and genuinely make CR part of my life. that said, the game is in a very poor state right now, and I wanted to voice my concern, anger, and disappointment with it from my perspective who takes the game more seriously than most. 1. Lack of content There are now multiple posts that have thousands of up votes expressing frustration with the lack of transparency towards the player base regarding the update. since there is already plenty of conversation around this, I won't say too much. generally, I feel it is better to wait so we can have a better update, although the dev's lack of transparency has made it very frustrating, as the current system of clan wars is incredibly dry and unfun, and is by far the worst part of the game. (ok, and touchdown too) 2. Competitive play While CRL has been a great success, for much of the playerbase, it is a false reality, and does not at all reflect their own experience in the game. There is very little incentive for players to get better at the game, and for higher level players, there is very little for us to show off our talent and compete. The only thing players like me have are community run tournaments, which simply aren't enough to foster the competitive scene. The current competitive scene feels very exclusive and elitist, and there needs to be more ways to get involved in game, with more official support from Supercell. There needs to be more incentive for players to want to compete and improve and learn about the game, and there has to be a more accessible system for tournaments and a better pipeline for people to start competing. 3. Ladder and challenges I am primarily a ladder player. While Gc's are not terrible, I find that they are not very fun. Having to pay to play in the closest thing to a competitive, leveled out meta is incredibly frustrating for people who do not spend money on this game. Ladder for higher level players is a boring grind, with very little incentive to push. On low ladder, there is virtually no skill and is honestly so frustrating to play. Most of my friends who have quit did so because ladder from about 3000 trophies all the way to to mid legendary arena is a swamp of over leveled players using completely brain dead decks that do not feel fun or fair to play with. While higher level players feel frustrated that there is very little besides ladder and gc's, lower level players are trapped in a hell of overleveled garbage that they cannot escape from. There is no meaningful content for them, the challenges Supercell puts out do not lead to anything, and there is very little reason to keep playing when they get screwed over by overleveled commons and other mid-ladder woes that people constantly complain about, and that Supercell, for some reason, refuses to fix. 4. Balance and skill in the game I play cycle decks. I love to play this game with fast paced, high skill cap decks like balloon, wall breakers, mortar, and 2.9 xbow. One of the most infuriating things in this game has been the prominence of over-defensive and annoying decks like golem, elixir golem, sparky, ice bow, and graveyard. Don't get me wrong, these decks do require you to play strategy, the problem is that their strategy relies on stacking your decks with so many defensive cards that it is almost impossible to break through or punish, and just counter push with no way to stop the push due in large part to the ability of tornado to function both as a way to completely counter pushes on defense with very little thought or consequence, while also completely countering any defending troops by tornado-ing them together. Supercell has completely botched this tornado rework, and the result is a meta where most of the meta decks revolve around having an unreasonably stacked defense, and simply defending the opponent's every push and draining them with counterpushes, or just building an enormous push thanks to a massive elixir advantage that came from the opponent being forced to overspend to try to attack, often for a measly amount of damage. The problem is that currently, the meta sucks for players who wish to play fast paced, high skill cycle decks that require precise placement and a very in depth knowledge of the game mechanics. These decks are constantly overshadowed by the over defensive nature of the current meta. While a fast cycle deck like balloon, (which is one of my main decks) has to play with very precise mechanics and focus throughout their matches in order to win, a deck like graveyard can just defend perpetually with a plethora of defenses that are impossible to break through. This type of gameplay is extremely boring and repetitive, and is very frustrating to play against. Considering the success of CRL is built on turning the game into a spectator sport (since it is very difficult to actually get involved in competitive clash as a normal player), it is baffling that Supercell would continue to allow such a boring and defensive meta to persist. Honestly, no one wants to play against an opponent who just spams troops behind a tank and wins not because they outplayed you, but because they can just start a push in the back knowing that is you dare to counter attack, they will just nado it all away or tower trade for a 3 crown. No one wants to watch a crl match where the opponents slug hordes of troops against each other, and the win condition comes down to who can nado the other players pushed together and just make an unstoppable push that is impossible to stop or outplay. It is boring and uninteresting, and Supercell needs to make a meaningful change to the meta. The current balances focus far too much on introducing new cards into the meta, often times completely overdoing the changes. Every new card they introduce just becomes another option to spam behind a golem or giant, or another card that can be added to make defense even harder to break through. Getting damage should not be as simple as playing one card behind another and just using spells to delete anything the opponents defend with. It should not be as simple as using earthquake to completely delete defenses and guarantee damage. This game is already hemorrhaging players, and the meta keeps pushing more to quit. 5. What needs to be done What I just outlined is a very high level, overarching problem in the game. There is no cut and clear way to address the balance issues in the game, but the devs could certainly do a better job working with the community. There have been many questionable balances in the past that have resulting in horrible, unhealthy metas, such as the october and april balance changes. A public test environment where the community could help vet the balance changes would be very beneficial, and help connect the community to the devs. Mid and lower ladder has to be changed, or their main player base will fade away. More opportunities for competitive play have to be introduced, and more players need to be involved in the competitive scene. Balances in general need to be geared towards creating a more interesting, less defensive meta that fosters skill in the game and is fun for all players. Frustrating play styles like xbow, beatdown, and graveyard need to changed. I do not claim to be a balance guru, but it is clear that these decks are detrimental to the health of the game. Supercell needs to be much more open with the community. It will be hard. They will get a ton of undeserved hate. But it is the right thing to do, and I hope they will be responsible and make strides to connect with the community and work with, and not against or in spite of us. 6. A call to action It is clear to me that the game needs a change in direction. Whether you are a high level player like me, or a newer player trying to make it to your next arena, we all need to come together and speak out with our voices. It is our responsibility to voice our concerns for the game and make sure we are heard. It is Supercell's responsibility to listen to their community. If you are frustrated with the game, please do not be silent. Voice your concerns through mediums like Reddit. Upvote posts that advocate for positive changes to the game, and hold Supercell accountable for their actions (or lack thereof). In conclusion, make your voice heard, and be safe during these crazy times. Thank you for listening to my ted talk. submitted by /u/Kyle_1s_Tall [link] [comments]View the full article
  12. The most annoying one is reusing the same troop over and over again. Barbarians in literaly every mechanic, a change in art would have been amazing considering paying an artist to model a troop should be peanuts for a multi billion company. I dont see any reason to be lazy/stingy about improving your own game. The community gives amazing ideas on this subreddit for troop mechanics yet its just a swipe left for them as their team already has their most uncreative ideas. For instance, Royal delivery. Same troop and does what literally a barbarian Barrell does, instead just doesnt roll 2 spaces. Congratulations for this amazing hype of a card. Skeleton Dragons. Literally the baby dragon cut into half. Promises of new war styles. Been over a year. Next Youtube video: a new very similar troop but we will use new acts/face impressions of being impressed at our highly luxurious work. Millions of people have season passes. Surely for the amount profit thats generating an effortful fruity sc team would be great for rewarding the community back with better content. submitted by /u/Yxsr_mhx [link] [comments]View the full article
  13. “DeckChallanger” - Worked on this for two months… Lets go: ​ Incorporates deckbuilding and poker-ish strategy thinking But also: ability to bluff, surprise and outsmart your opponent. ​ Purpose: To enhance the tension before the game, and get at the same time rid of the “rock, paper, scissor”-problem. Either a CR game can look like this: Two players select without any regulations - thus, it is completely random - each one a respective deck. The only tension created, comes from the fact that the two players have no idea what deck they are facing. This often results in unfair matchups, where the winner is already decided from the first 1-2 minutes of the game. So... if the matchups already are made in a random way: → why not make the <<Random part>> a bigger part of the game...? ​ This gamemode will make everything more challenging and diverse on a level never ever seen before - and fun at the same time - and not only fun. But a ridiculous level of fun with new and fresh mechanics, that will never seem to get old and boring. [I think this gamemode even could awake CR from the dead] The gamemode is that good. And guess what? I don't care about the money! I could probably sell this idea, but no. I want to share it with the community. Because I love Clash Royale gameplay, but the peak potential of the game is so far away. This gamemode would take the CR experience from a 2/10 of its possible ”game potential” to a staggering 10/10, if not 11/10... (imo) Every day a week, this gamemode would never ever get boring: So... let's explain this, and stop talking: ​ - A luck based wheel decides the two decks facing off eachother, a primary and a secondary time - Before the wheel is spinned, both players has to select one wincon (one circle sector) each, that gets banned from the wheel in their match - Each sector in the circle is consisting of every win condition (or perhaps another regulation that will challenge the player to build a deck: like ”5.0 or more” or ”2.5 or less” and so on (and for these special ones, the advantage is the the player gets to pick the win condition by himself, but has to compensate that by getting around the challenge of the regulation) - Then you build your deck from an empty cardslot-interface, from the ground up. - Every win condition has a group called ”hardcounters”. Since the player knows the opponents win con (in the case of that regulation) - he can pick a hardcounter that fits with his deck - his regulation - but also hard counters the wincon from the opponent - If a ”neutral” wincon gets selected, like the Pekka or Mega knight, a maximum of 1 ”firsthand” win con can be added - Also, the miner, skeleton barrel and rocket (I could have forgotten someone) has a special category as ”secondary win conditions”, and can be added to any win condition, but max 1 of them - All of the other cards can be chosen when building the deck If matchup is defined as ”advantage to one player” - For example [ballon - ramrider] —> the player in disadvantage gets to pick two hardcouters, while the one in matchup advantage only get to picks one hard counter for the opposing wincon Max 2 small spells (not tornado, including royal delivery) Max 1 big spell (including EQ) And ofcourse - Max one hardcounter to wincondition (if defined as equal matchup) When you have built your decks, you lock them in. Then you have to show 1 of your cards to the opponent. You can pick by yourself what card to show the opponent. Here lots of different strategies will develop, for example: bluffs, surprises or to just outsmart your opponent into thinking you have a deck that you may not use, different strategies and of course reversed psychology. Then you get the ability to change two cards in your locked deck, but only two. But the card you show and your wincon, are locked, and cannot be changed. Then the same thing happens to the other player. This interchange of cards happens one time, and then a second time - showing your opponent a total of 2 free cards plus your given win con. (The card you choose to show is automatically locked, and very much like your given win condition, can not be interchanged.) Then the decks are finished! This adds up to the tension before the game like never before, and creates a whole new level of strategy. Instead of just saying ”of well, this is an unfair matchup. What a shame.” That part of defining how the matchup is random, is now THE defining part of the game that makes it so interesting. There is so much potential to be captured here. Really note that. This maybe even could bring CR back from the dead, and enhance the esport side of the game, but LIKE A SHIT TON. This not only makes the game more developed and skilled in a new way for the pros, but also gives viewers a new level of curiousness and tension as a part of every game, instead of just players picking a meta deck from some of the few viable archetypes in the current meta, and then it is pretty much rock paper scissor to see which one wins, because: matchup advantage is almost 100% defining the winning player today, in CR:s current system, when unfair matchups alline So, ultimately this makes the matchup less ”rock paper scissor”, that is Clash royales biggest problem right now. Players would have to not only need a skill to build good decks, but be prepared for anything, and create strategies for their own new deck, tailored for the opposing deck AT THE LIVE TIME as the game is played That requires <<huge>> skill. The level of skill in E-sport with this gamemode would be on a whole other new level - that's some good entertainment, let me tell you. <So, even if *the gamemode DeckChallanger,* may start with a luck-based and completely random system, to define the wincon matchup> - It creates a challenge for both opponents, that they need to solve with their <<skill>> Skill 1. +It is up to the players SKILL to first build a deck that counters it in a FAIR way (with all the rules)+ Skill 2. ++And finish the game with even more skill to create real time epic strategies in game, tailored for that specific matchup++ [I can guarantee you that this will create results, like when someone has the advantage in matchmaking defined by their wincon - but still wins a CR game because of the deckbuilding skill and real time strategy combined with quick reaction and precision gameplay.] —> this would be a new level of CRL entertainment (but also as a Casual/Competitive mode IN the game for normal casual players) Also, since every wincon will be inte the game, you can't get a weak card. That would not be fair. So ebarbs for example. They are too weak on ladder - well, buff them to the viable point in this particular gamemode. But jezzz. Don't screw it up SC, have a separate feed of this gamemode-balances, and survey how cards are performing. This gamemode needs to have every wincon that is on the wheel, 100% balanced. ​ *Sidenote* - SCROLL PAST IF NOT INTERESTED, it is not relevant to the gamemode! (logical preposition for ebarbs when we're at it:) Motivation: “ ebarbs could be used as a counter pushing card, that's effective on defense, and after; be used in a counter attack. One problem today is their health, they die easily. And, since they are whole 6 elixir today, it is hard to combine other cards with them, to support them while active in game (Like ice golems, ice spirit etc). Therefore, make them 5 elixir (IN ONLY THIS GAMEMODE), but set their crown tower damage to 40 - 60 % of their normal damage - since they need to be able and two-shot ranged support troops like wizards and musks, because it is one of their main interactions (They have a slow hitspeed, but when they do get their shot in, they are effective, and can quickly move on to a different target, like a giant) . This way, if an ebarb gets to you tower, it won't punish you as much, and the ebarbs can easily be killed on offence, since they have such low HP - if the opponent doesn't support them with more elixir” I´m just using common sense here guys, don't be hard on me. But I think that would make ebards more of a card that has a place in the game, an ideal way to use them effectively, that every card should have a clear definition of: Like most other cards. Right now, ebarbs have too many things that they are good at, and way too many things they suck at. This idealized concept of them, would actually make them quite unique in the game, and add a new nuance to the possible card-choices for counterpunching tank killers. The other problem is also that they are way too rewarding when reaching the tower - but also way too undervalued when used on defence - since they die so easily, and bam: 6 elixir down the drain, and you can't support them with other cards, because of their high cost. → Therefore it could be tried to see what happens if they cost 5 elixir, and had reduced crown tower damage. If they are to strong, lower their HP to balance out the question of how hard it should be to kill them If you are not using this thinking process when balancing cards already SC (cause of your history, lol XD), maybe take some inspiration: because I have a strong belief, in that [Every card in the game has a place, and can get balanced. There are no such things as: “Bad designed cards”, that just a sad excuse] - imo *Sidenote finished* ​ ​ This would basically be the peak of CR potential - if we get this gamemode in the game - or at least in CRL... imagine this, instead of 2v2. (If you have lost track, read the paragraph over the sidenote again”) The purpose of this gamemode is to enhance the player's ability of deckbuilding, incorporated into the gameplay. The player also has to know what cards fit good with exactly every archetype. This gamemode would make for an extremely DIVERSE and always FRESH and SURPRISING gameplay, never seen the likes of in CR history. That's of course depending on the pros innovative skills… and them skills bro… they will most certainly create a good basis for this. This is the gamemode that I think everyone wants, including the developers of Clash Royale. They have always been nagging about making a gamemode, that is more diverse and has deckbuilding as a bigger part of the game itself THIS. IS. IT. The gamemode would also be extremely, EXTREMELY entertaining to BOTH: - watch, for example CRL, because we would get to see what cards they are picking, and see their strategy - made under pressure and small timeframes. This would add soooo much content to commentary for the casters. Extremely interesting. Pros have to be wearing soundproof headphones, we also need to check microphone-cheating way more in this case of gamemode - since the audience knows the decks that are facing off - but the players don't. They only know 3 of each others cards - Or as a gamemode in Clash Royale, live time with random players. Imagine playing this, as a casual gamemode, or as a separate ladder with kingtower level brackets... (*orgasm*) The ”balance-rules” of this gamemode would be : - ”what cards are defined as hardcounters to each wincon?” - ”What matchups are defined as; advantage - to one of the wincons facing each other?” The cards in each group could be a subject to change, very much like the balance changes each month. It gets better and better the more we get experienced within the gamemode TELL ME WHAT YOU THINK REDDIT! I can't wait to hear your thoughts. Let's make Drew of Seth hear this. We could be changing the way CR is played - FOREVER! //Cheers:) ​ P.S This mode - could be a new "competetive ladder" bracket. SERIOUSLY. (Like you just read way less than half of the total text:) Main notes: - Supercell needs a healthy relationship with their playerbase (They don't really have that now) - The player should be offered a small piece - a limited, but still fair opportunity- of the beautiful game they are working on - for <<free>> And theeeen... - If the players tries it, loves it, and decides - “I WANT MORE, I think the money is worth it” , that's when you as a free-to-play game developer offer the player a less limited offer, for real money - for example a pass royale with mer premium features (Still not changing the game mechanics tho, just progression, but not in pay to win way. In a “Pay to experience less grind”- way) You´ll understand more soon! That is a healthy way to make money. You as a free to play game developer should give players the <<freedom to choose>>, and if you make a damn good job - you should automatically get more money, BUT IN A FAIR AND HONORABLE WAY The system SC today uses in today's ladder, with pay to win walls from the gem-currency: - That has to be the worst business model to make money on a free to play game. That's a fact. It doesn't matter how much supercell has made from these games, they could have easily made way more with a more healthy business model. But... there is hope! Because, with this gamemode, I would stand by the opinion to say: - Clash Royale would not only be the BEST mobile game ever made - But perhaps, one of the best games ever made on this planet. THAT HOW MUCH POTENTIAL THERE IS IN THIS BEAUTIFUL GAME - in my opinion —> but supercell doesn't see it However - I do. With my vision for supercell though, if I were in charge: I would incorporate this gamemode, in a <<premium>> way with the pass royale each month if they give me this kind of freedom and gameplay opportunities - and a need to grind less. —> I would pay for that pass royale. That's how much fun I think CR is So let me present the business model: - FREE CHOICE: 5 free daily matches on this gamemode. You get 5 new ones every 24 hours, and if you can't play for 1 day, there is a bank that can store a maximum of 10 matches THIS IS LIMITED - but free. You get the taste of brilliance and entertainment - PREMIUM CHOICE: 15 battles every day, and banks that store up to 3 days of not playing - 45 battles capacity. (This would be the current passroyale) THIS IS FOR THE ENTHUSIAST. If you have a good logistic when playing - this will be enough for anyone - for a small monthly fee (the same value as a cheap lunch in town - is CR DeckChallanger worth that to you, personally? - UNLIMITED CHOICE: a new more expensive version of pass royale, like ”legendary pass” gives you an unlimited amount of matches. THE HOLY GRAIL. No boundaries. Infinite fun. BUT. IT. IS. YOUR. CHOISE. *More in depth:* You get the mode in lv 9. But when you start over for each season, you get to CHOOSE what kingtower leauge you wanna play in: if you are king tower 12 for example, you can't access the lv 13 league, but can choose between king lv 9 all the way to lv 12. If you choose lv 9, you will have a better opportunity to level up most of the cards you will use in the game when building the diverse possible amount of decks. Since versatility is key, this will improve your chances to perform and reach higher. In lv 9 league, the seasonal end rewards are the lowest point in the pair of leagues, though. So you have to compensate for: FairPlay- and The size of rewards —> BUT IT IS YOUR GOD DAMN CHOICE Then again, if you are in kingtower lv 12, and have most of the card you still will do fine with, at lv 11 and some at lv 10 → Then maybe, it is worth the sacrifice of lowering the FairPlay to king tower league 11, but increasing the potential rewards - as you progress on the global leaderboard for your bracket. Each season you pick what kingtower leauge you wanna bet on. (The more wins you have, the higher you get on the GLOBAL leaderboard for your separate king tower league. If this is a trophy system or just K/D, it's up to supercell to decide, or you guys on reddit.) I prefer the good old trophy system, and then we incorporate your highest ever reached trophy number on OLD LADDER, to define the starting place you will have in your kingtower bracket. Therefore, you will get an advantage if you are high on ladder - which is heavily dependent on spending money on the game via supercell’s current method, so that you need to, agan: Spend money on the game - and SC gives you advantages in fair ways - which makes supercell sustainable money making company - still because of this game mode. This system will also not compete with ladder, since you won't be having “Your own deck”. This gamemode will hover ever be a method, to get more resources, to upgrade your cards for the normal ladder - that the current supercell-business model for making money, is in charge for. So the higher card levels you have, the easier it gets to have more cards in higher levels - to compete in leagues with higher rewards - and again: spending money on the game gives you an advantage to progression BUT! The player WHO WANTS to play CR fair play, can still do that with a fair-cost passroyale and in lv 9 - with low rewards, but again: with fair play. If you on the last hand thought, do completely fine with only 5 matches a day (or how many SC would evaluate that to be sustainable for them), then you don't even need the pass, but: you will start way lower in your king tower league each month have to push for longer ro reach the competition of your skill level the rewards are crappy thus is a disadvantage in ambition, energy consumption and time, but it is still FAIR PLAY. AND FAIR LEVELS when doing the grind. The frustration being created, will be way different than the one on ladder. That feels like just pure pain ass bullying… to be real here. If you want to do that extra work, do that good old grind, IT SHOULD BE UP TO YOU, THE PLAYER, However: If you feel like skipping that extra work is worth a pass royale to earn more gold, play more matcher every day, to upgrade more of your cards, to reach higher ladder records, get better starting place - and finally be able to progress <<faster and more effectively>> to compete in higher leagues for more rewards - that´s in this business model - up for you, and ONLY for you to decide. *next:* My last wish or idea is to have live spectating on top 500 on each of these king tower brackets, where live matches are in a little interface, so that you also easily can find the live ones. This way: You can just log in to CR, play a few games, but then if (lol, WHEN) you get frustrated chill and watch a few pros play, get inspired - and then get in the game again with that new motivation and focus! THIS IS WHAT CR NEEDS TO STAY ALIVE, and not in a few months, or a year, NOW! Supercell, spend the work on this, instead of making amazing looking new arenas every month that we then throw away and never see again... We have plenty of arenas now! Save yourself that work, vary insead between the beautiful 15-25 arenas we now have (why not have some lower season arenas a few times a year? That would still be refreshing for the +4000 trophies players) All while developing this system instead. I also think this tops the clan wars update, but if you could start working on this as the next project after the CW update, that would be amazing. And I mean... the work that needs to be done, are just a couple of interfaces that take care of the logistical system. No new arena. No new animation with cards. No boats or whatever the huge and complex stuff that you have worked on in the new update. THIS IS VERY SIMPLE COMPARED TO THAT —> and still... still this would be so much more: EFFECTIVE on both Grade of how healthy the relationship is with your playerbase Money income, on a predictionable and regular basis each month with the increase of passroyale purchases *** Let's leave that for now, and look at this idea I have… for the community in Clash Royale: <<This is important to help spread this gamemode in our community:>> Shoutout to LEGENDARAY! I know you are reading this, if my comment gets upvoted ;) been watching you and your creative ideas for over a year now. Been there since like 12k subs- so you kind of owe me not just this- but all of your subs, and everyone else in the world: that loves Clash royale, but doesnt play it any more because it is so far off its maximum potential of being a both FAIR, COST FRIENDLY and FUN game To Legendaray: If you see the same potential in this gamemode as I do, please make a Concept video of it. Both explain, and literally play it with one of your friends or co-lab with other youtubers - for example KFC (would be awesome) (This is possible, because the gamemode is so simple to develop. It is just basic logistics) You are studying engineering, very much like I want to do (just finished high school baby, and I got into design engineering - my dream - in Sweden!) - so I know that you not only <can do> this, but do this <gooood>. Damn good. Together with my idea, innovative skills and ability to make a well thought out basic described concept - combined with your videoskills, problem solving-ability AND your youtube channel that has blown up recently... We. Can. Change. CR. Forever. I mean this dude. That's why I'm hyping this up... We can not only make an awesome concept and create some excellent content for you channel: But we can spread this to a whole other and new level than never ever possible before. (Cuz you are very smart, and have a youtube channel AND looks at reddit!! All at the same time.) It is meant to be Here is how you (or anyone else that feels entruiged) - can do it. - Make a virtual luck based spinning wheel, or a physical one (that would be AWESOME) with every win condition and/or also with other types of regulations the deck should be built around (for example [5.0 or more]) - on all of the many circles sectors on the ”spin the wheel” like wheel-thingy - Then you spin the wheel, and see where it stops *intense thrilling musicccc* - Switch to the deck building interface with empty cardholders (the wood thing-slots), and have a small animation that locks the wincon that got chosen by the wheel, for example: ram rider - Then the same thing happens again to the other player - now the players vote for how long they wanna build. Tryhards will go for the lowest allowed, like 10-20 sec, but noone will be able to pick a maximum of... hmm lets say 40 sec. The middle point between the votes, decides the time both players have to build their decks - A timer starts ticking down : 3, 2, 1, START BUILDING! *creative, intense music* Display both players at the same time. For each player: Facecam, Mobile cam, card collection of the hardcounters you can use one of, spells, ground attackers ect. All the categories in a pedagogic way to more easily build a deck, and display at last a separate 8-slot card holder that shows the deck´s cards being inputted over time. - The less time you have to build a deck, adds to the skill of having diverse knowledge within every win condition, thus: what cards fit ”in the current meta”. (Haha I always hear your voice there) You really have to be up to date with the cards that will fit with any wincon or archetype - Time stops. If you do not make it in time, the remaining card slots will get a random card. - The first player gets 10 sec to pick a card to show. - The card is shown to the other player in 3, 2, 1, GO - The other player (he is named player 2 from now on) gets 15 sec to change two of his cards 7 cards. - Then player 2 gets 5 sec to decide what card to show: 3, 2, 1, GO - player 1 gets to change 2 out of his 6 cards, since the one that he exposed earlier is ofcourse locked - Then, player 2 again gets to show one card again, because that is more fair. (If you do not get that, think again.) Anyway - the same thing happens again, but he also has only 6 cards to choose from. - At last, player 2 gets his last, and second chance to change two of his cards. If anyone plays poker, you should be noting the vibes right about now;) - and that's it! That's how you can make a fun concept video of how this game mode works, and then actually play. We don't need supercell to check if this is fun! Us, we in the community can do that by ourselves, and then publish it on Legendarys channel, to get feedback on if this is something the game wants. Together we can do some amazing stuff guys! Lets change Clash Royale forever, together! They can't ignore us if we do this really well. And if we really want this, then use that motivation to really get this concept video top notch Legendaray-quality. Let's continue on the gameconcept a bit more thought, got some more ideas: Now the match plays out much like any other, but you know 3 of the opponents cards, and you also know [that your opponent knows] 3 of your card in the deck, and you know which one you have showed (if you have a normal IQ memory) The last thing you <<could do>> to the concept, is to add a crowd and commentators to this. Try to see how that works out. Let the casters have a prep talk about the players: THIS IS JUST FOR <<INSPIRATION>> for example: (I'm trying to add some bad humor in to this - so that is is just like the CRL we all love) ”Hello and welcome to CRL west, spring 2020! This day we will be starting off by talking about our week top crl player, KFC, that will be kicking off the season today in just a couple of minutes.” (KFC is a content creator known for making a fool of himself - for entertainment) - Yes that's right [other casters name] KFC is looking real focused down there, but hey! Now he is looking at us, and he is still looking at us...? *5sec pass* now it is just weird - what are you doing down there KFC? *KFC smiled and says ”ha! Gotd you!” *But you can't hear him, only see him and his awkward gestures* *casters* - Ooookey... anyway! At Least KFC is looking to be having a real fun time down there! So, KFC as I was about to tell you, is known for his lethal choice of quick deck building time frames to stress out his opponents, but always tends carefully select what cards to reveal in his deck - to lure and surprise his opponent with an innovative deckbuild” - ”that's right [other casters name], in just s few minutes we will get to see him in action” Wheel is spinned: ”And here we go! Kicking of the first spin of the day. [wheel spins] ohhh and it is looking to be... the ram rider!” *Fill in the commentary between with some bullcrap here etc, you get it* Player2-wheel spin: ”The second spinn of the season starts... now! This is going to be a good one, let me tell you that [casters name]. *other caster* ” That i for sure can reassure you of, because it is looking to be the Pekka!” ”What a way to kick off the season. It will be interesting to see how this matchup turns out...” - Yes that's right my friend, you can just see the sheer tension in Legendarys face. He knows he's up for not only a deck building challenge, but also a real-time problem solving when playing to get his ramrider around that moma Pekka. He has got to outsmart him somehow…” The deckbuilding begins: ”Oh, looks like KFC is going the other way today, with some conservative card revealing - While Ray on the other hand is surprising us by showing his big spell!” *surprised, chocked, stunned* —>*other caster* ”Yes that's right [casters name], that not something you see happen every day” The match begins: ”Okay! Let's go, this match is looking like a real thrilling one, and the smile on Rays face actually seems to be making KFC nervous of what's to come” *other caster* ”to be honest, I have quite frankly never ever in my career of CRL - seen a pro player look that terrified as, KFC does right now. Lets lean back, and have a good look at this game.” After that, the rest is just like the already existing seasons of CRL... - But! With waaay more entertainment, and possible outcome of amazing results, when pros wins - even when getting a matchup disadvantage in the beginning by the spinning wheel… The end: ”BUT THE PEKKA GETS TORNADO’D AWAY!! AND THE GOBLIN CAGE IS’NT IN CYCLE THIS TIME FOR KFC, AFTER RAY JUST BAITED IT OUT RICH! The ram rider is going to hit the tower! AND THE RAMRIDER BREAKS THROUGH, and Legendaray comes out with a clutch victory, sniping the win from KFC with just a couple HP - despite the matchups disadvantage Ray’ received in the beginning of the match… What a staggering prestige from Legendarays side! Yes my friend! That is som top notch Clash Royale gameplay right there, and this is just the beginning of CRL West spring 2020. For weeks to come, the show you now are watching will be filled with dussions and dussions of these kinds of matches, every, single, week. (Get the CRL exclusive membership for more content, green room and so much more...) So ultimately: ”The skill in the new mode DeckChallanger, lies not perhaps in knowing a small amount of certain decks in the current meta very well, but rather in adaption to the situation, and therefore a good pro has to be very diverse and versatile - and good at finding creative ways to surprise and outsmart his opponents in real time gameplay: —> in order to dominante in Deckchallanger 2020” //Cheers again! ​ Second and last "quick" P.S To supercell: Please add this as soon as possible to the game - if you decide to go for it. Start with just a launch of a <<casual gamemode, standard at only lv 9>> that has no ladder. Let us taste the game mode. Let us give you guys feedback. [Just a Casual - then it will require less work for you guys to let us try it out.] If you, SC, already here start to see a noticeable increase of pass royales being bought, put the stakes ever higher on creating a separate ladder for this mode - to create a competitive feel. That's when the money will start to pour in. ​ Trust me ​ Who am I? Winner in Halland county Sweden for being the best innovator the year 2019-2020 within the global young entrepreneurial organization JA Worldwide: Sweden. For reference: Sweden's population is roughly 10 000 000 citizens. (I innovated a theoretically proven to be working - solution to suspend a Spherical/Globeshaped tire for a wide variety of use cases within the global transportation industry with magnetic levitation and many other smart solutions - and then conceptualized a business idea, design marketing oand a plan to find investors… (still working on that company, doing all in my power to reach out to more investors for the best deal to my startup) ) And receiver of “E-max stipendium” , for being picked out as one of the 100 most innovative, entrepreneurial, impactful and creative senior-year highschool students in all of Sweden the year 2019 - 2020. (I have graduated now) This is what I do. And Clash Royale deserves it. I want no money, just my god damn beautiful beloved game to reach its maximum potential, in a sustainable and healthy way; For both the players and its company developer. ​ (Why do I tell this down here? This late?) \sidenote** If this post has gotten upvoted to reach high in the feed, it means that I have made it there in a fair and honorable way, just like anyone else that is anonymous on reddit. I presented my idea only, and captured the reader's attention all the way down here. I don't think it is relevant to know who I am, if my idea and concept doesn't speak for itself - of how frickin good it is. That way, you guys get more critical to the idea (Anyone could have uploaded this) - but when you sit there, have read it all, trying to be critical but you can't really find a weak spot Bam. Then this guy is not just some random kido - this guy deserves a bit of respect. \sidenote finished** ​ From your neighbour, country Sweden. //Cheers! - for the billionth time... Nils Bjerger, Halmstad, Halland, Sweden ​ AND REDDIT: TELL ME WHAT YOU THINK. ​ bye ​ ​ ​ But… not just yet. Hehe (A lot of text down here for supercell, or anyone else that is interested in business, future technology and innovation) note this supercell: The idea and concept of DeckChallanger, is only one of the many Ideas <<I have>> for Clash Royale. However… This is the only one you will get for free. And - this is not even the best one, this is just the one with the most: favorable effect on the game, in the ratio of: The need of money, work and energy to go from concept to practically working - in ratio to - The effect the finished concept has on the game. This concept has the highest ratio in that aspect amongst my other ideas and concepts for CR. Other than this concept - I have multiple ideas and visions for how we could completely change the general view of what Clash Royale is, and what it could become in the future… If you decide to work on this game mode, launch it, and then notice the significant increase in Pass Royale purchases not only the first month, but keeps at a constant high throughout many months - <<that I am already now predicting here, right now in may 30th, 2020>> Hit me up. If one of my ideas made you that much money, just imagine how much money you would make if you got all of my ideas: Both the Best ones, the more Huge ones and the Smaller ones. Try imagine what is inside my head, if this idea, the DeckChallanger, made you that much money By Itself. Therefore it might be smart to get my contact information right now already, if you guys decide to go for my concept gamemode. I wouldn't be offering this to just any game. I only want to do this with Clash Royale, because this game is the only game I truly love, and have really deep knowledge in. After many years of playing with the innovative thinking process I have - I have not been able, to not, start developing ideas for the game. They have just appeared naturally. So, if you decide to hit me up, what would I want in return? **I tell you that in my other post** So. That why I´m going to tease my <<other>> top 2 ideas: ** They did not fit in this post. Go to my profile to see the other one (New account so I will only have two posts)** Let's make a clear structure for the vision of for when new gamemodes gets added to the game, and what purpose they would be serving: LADDER - The main mode. Play all day, choose your deck - but levels are unfair You need a method to get more resources to upgrade your cards... - Beneath this main gamemode, there are other gamemodes to be played along side ladder, that when played - gives you resources - to upgrade the cards for the main mode: Ladder Therefore since Ladder already is unfair - why ALWAYS make <<close to all>> of the gamemodes supporting the main mode: ladder - also level dependent? - The list of supporting game modes: Clanwars Classic and Grand challenges (If we had tickets in chests, that would be nice.) Special challenges Global tournaments - My idea is to <<add>> in game modes in this category, with the focus on Fair Play, and a Freedom to the player. The gamemode then offers a free version of its brilliance: And then it is up to the player if they want more → get a pass royale. That moral works fine with any human being that I have ever met. This way, haters probably gonna say: “AHH, YOU ARE ONLY ADDING NEW STUFF FOR THE PAYING PLAYERS. AND THIS IS SUPPOSED TO BE A FREE TO PLAY GAME?!” But you can calmly respond with the obvious argument: “So <<adding>> the gamemode that gives you 5 free daily matches, and a bank of max 10 - is not free content? Isn't that <<more content>> that gets added to the game, in the supporting category to ladder - the main mode - to get more resources - to upgrade your cards? Think about that. Anyway: The category could look like this, If my ideas were added: DeckChalllanger, bracket king tower level dependent seasonal leagues A new Clan Wars system (This should still be completely free tho, only new modes get the new business model I am describing) [Idea 3] [Idea 4] [Idea 5] ….. And so on. (And don't forget my tease for the ESPORT side of Clash Royale…) (other post) That is the direction I would want to be taking this game. Clash Royale has a business model that is out of date in the free to play gaming-world, today. But it is not too late. Clash Royale is a beautiful game with huge potential, now after 4 in game years of development - A FRICKIN MASTERPIECE - and is more than possible to completely turn around and generate huge streams of income again/even more than before All you need. Are the right ideas. Not the bad ones, not the average ones, not even the good ones: But the necessary ones. * * Remember one thing from this. This crazy, but passionate guy <<knows how to>> completely reimagine the definition of what Clash Royale is and its status from all over the world, and throughout all gaming-industries. The potential you can't see - I not only see, but know is there. You could also at the same time get a stake in the potential future world leading company of autonomy, delivering spherical wheels to the whole GLOBAL mobility market, in monopoly (Only we have the new technology, we develop it highly confidentially) for the first few years: just by hitting me up. Only remember that when you are on the cusp of ignoring this offer. That's all I ask for, along with you testing this gamemode out with your developers: For the sake of everyone out there in our world: that absolutely loves Clash Royale. And the gamemode… You're gonna absolutely love it. ​ Also: Watch this advertisement from Supercell, and think about my tease for the future of CRL esport https://www.youtube.com/watch?v=4Jdp_dkduJc (You will look at it - from a whole new perspective…) https://www.youtube.com/watch?v=FBRWUwm0_gY And finish things off with this one above. Now you get the idea, so take that imagination, and look at this CRL 2020 spring first episode. Fast forward the first 5 minutes. https://www.youtube.com/watch?v=8tkqWCto7yg Do you guys see how polished CRL has become now? How it feels, like <<a real not esport, **but even a pure SPORT**\>>? (Despite the corona pandemic that took away the studio the casters are in, and the OGN arena. The feel of CRL is there, ands it’s real) Then imagine that (The beautiful 3D environment graphics and special effects) with the [number 1 and number 2] problems solved (that I presented earlier), and combine that version of how CR is played (for example DeckChallanger) - with the excellent format CRL now has developed, to be a real established esport that feels totally REAL, although it is all virtual. It is all about perspective. To open your eyes. To start dreaming. ​ Bye Kind regards: Nils Bjerger submitted by /u/Buff-Executioner [link] [comments]View the full article
  14. What do you think that are the 5 most hard card to control in the game (at all leagues) I would like you to rate the cards you think are the hardest to "master" in a scale.of 1-5 while 1 is the hardest and 5 is the least hardest from the 5 This is my thought: 5 - princess 4 - skeletons 3 - Three musketeer 2 - ice golem 1 - fisherman submitted by /u/StavBerko [link] [comments]View the full article
  15. I just had a ton of ideas hit me last night, and they're scattered through my mind so if this seems a little unstructured that's why. Idk how to use headers on reddit so I'm making headers full caps. SEASONS AND PASS ROYALE The developers should make pass royale and the arena 60 days long. For this period, it's the same arena, same theme, and same boosted card. (I'm going somewhere with the boosted card, so don't get mad yet). There should be a legendary chest at the 30 day marks, so you still get the same amount of legendaries. Lets be 100% honest here. Although THE COMMUNITY COMPLAINS ABOUT EVERYTHING, and some of it is totally reasonable and deserved, I HIGHLY, HIGHLY doubt anyone will complain about not having a new arena every 30 days. No one really cares about the new arenas. It's a fun change, and it opens paths for new cards, balance changes, etc. But we don't need a new pass royale every 30 days. Now, in terms of seasons and balance changes, there should still be a trophy reset and balance changes every month/30 days. The thirty day season and balance change routine is a very good system. I think it's good and healthy for the game. PASS ROYALE REWARDS Every pass royale, the rewards are the same. The only changes are an exclusive emote and a tower skin. These are great rewards. But for the span of 30 days, there should be a greater incentive, something other than more chests, strikes, and all that. For example-for anyone who plays brawl stars, every season has a very high chance of releasing a new brawler. This is a great system. You have incentive to play characters you don't necessarily like so you can play around with this new brawler. In clash royale, you get a tower skin..okay..an emote.. while these are nice, is this why you would spend 5 dollars? You can spend 5 dollars for more chests, strikes, but doesn't it feel like something's missing? Here's where my idea comes in. BOOSTED CARDS The temporarily boosted cards are one of the best ideas to be added to clash royale. It's a great way to try new cards that you don't have the resources to level up, and you can mess with cards and play a card you usually wouldn't. But the reason most people don't use the boosted card often is because most players push ladder with the same deck. And some cards only fit in certain decks to be useful. If the boosted card was the electro dragon, how would a xbow player use that? Or a miner cycle player? It would be pretty difficult, basically rendering the boosted card useless to some players. So, instead, boost tokens should be implemented to the game as pass royale rewards and pass royale rewards only. Think about this-they can give you a boost token to boost any card for 30 days to your king tower level. You get one at the very beginning of the season along with your gold, and another at the 30 day mark. If you purchased pass royale, you get another set. The purpose for this being a token is so it can be saved if you want it to be. You could boost two cards right off the bat, or you could wait thirty days and boost 4 different cards. Wouldn't that be awesome? This can give players with lower level cards a more even fighting ground on ladder, and can be saved up to boost any card you want. However, if you are already a maxed out account, then you could be compensated for a fair amount of currency, maybe 50 or so gems. But this would only be available to maxed players, and the reason I say fifty gems is because it's half the grand challenge cost. REWARD THEMES The theme of every season can bring about new pass royale rewards. For example, the heist season gave out a ton of gold. This was mainly through challenges, however, and what it should be for future pass royales is the actual rewards for getting a new tier. For example, let's say its a season where they primarily give out gold/it fits the theme. Instead of getting the same strike chests, strikes, they would replace it with some gold. Start out slow, and have a gold reward every X tiers. Every 10 tiers you get gold, the first could be 10k, the next 15k, then 20k, then 25k, then 30k. This is 50k gold every month from tiers alone. But of course they cant give away all of their revenue, so in return for these rewards some chests would be taken out in place of these, so that these rewards are replacements instead of additions to what's already there. There could be a gem season, where they do the same thing with gems, a rare season, where they do the same thing with cards, ex. this season is rare season so they can give rare trade tokens and rare cards via pass royale. This could also influence the rewards on the challenges, instead of giving chests, if it were an epic card themed season they would give epic chests along with the usual gold, emotes, and gems given in challenges. Pass royale reward themes are endless, and if they eventually run out it can be cycled again. Think about it. -Gold and Gem season -Common, Rare, Epic, and possibly legendary season. -Experience/star points season -Spells season, magic season(witches,wizards,) royal season(barbarians, royal giant, princes, etc.) -Aerial season, swarm season(swarm cards), fortress season(building cards), -Tough nut season(tanky cards, ex.golem). THE POSSIBILITIES ARE ENDLESS, AND CAN ALL BE INCORPORATED WITHIN THE THEME OF THE SEASON! RESOURCE AND RARITY BOOSTS For the 60 days a theme will span, there should be a small boost to some sort of currency, experience, or rarity. For example, for 60 days all gold from chests will be increased by 5%. All experience received boosted by 10%. The chance of getting a legendary from all chests increased by 10% from base chance of that chest. Notice how this can be tied in with themes that can occur every pass royale. Increased flying cards from chests, rare cards, spells, etc. This is what can make each season feel unique. Do you really remember all the themes from the seasons? There was a snow season.. a flood season..heist season..dragon season.. and I don't know what else. It would be way more memorable if it was "Oh, I remember the season they gave more gems" or "I remember the season more tank cards were given out" COMMUNITY CHALLENGES There should be way more community challenges. These are the actually fun challenges. There should be a post by drew on reddit for the official idea selection. Anyone who has ideas goes to that post, comments their challenge idea in detail, and puts their in game user ID (the #0981PO type thing). The team can go over those modes, pick one or two, and those are challenges that will show up in the season. The best part about this idea is it allows the community's creativity be implemented into the game. So they can feel their voices are being heard. There can be rewards, for example if your mode gets picked they announce you are the winner, put your name in the challenge, and give you 100 gems or something like that. This is an amazing idea! This gets the community more involved in the game! This is what the game needs. Since there will also be 60 day themes, they'll have more time between themes to work on stuff for the game. STRIKES There should be a way to obtain strikes that anyone can use and can obtain. They can be used on any card pulled from a chest, and can be used on the same card as many times as you like as long as you have the strikes for it. This can be another pass royale reward and a reward from challenges and global tournaments. Got a legendary chest? Sweet, now you can gamble and strike it to try to get that night witch you need to upgrade. Bored requesting the same card in the clan? Hell, just save your strikes and gamble the next time you open a chest. These, if used right and with patience, can pull in a lot of cards. For example, you can wait until you get a giant chest to strike 100 rares rather than the 2 you got from a free chest. ENDING Thanks for reading. Please give feedback, and generate your own discussions. I will be replying to some comments. submitted by /u/endlessnutella [link] [comments]View the full article
  16. First of all, i'd like to say i have (for sure) some unpopular opinions, and other, as well, agreeing with this Sub. And sorry about the mistakes, english is not my first language. What do i have to say different? First of all, i work in technology area for about 10 years. I play Clash Royale since the global release, i quit for like 6 months once, but eventually came back, so pretty much i play this game daily for about 4 years. This means i experienced most of the updates in the history of this game. It's not the first time that Supercell has a delayed update, i've seem this happen exactly like this a couple of times. The thing is, this time is taking so much longer. Lemme explain my point of view. This is just my opinion, ok? But i'm doing the best to see both sides of this story. I've noticed, or at least, i have a feeling that every "update" of this game, it takes longer and it shows more bugs. The last update, at least for me, was making my playing experience literaly impossible. The app client didn't work well, and they took a long time to fix that. Basically i saw the fix patches slowly being inserted on the game. So my theory, is that, as more and more content is being created on the game, and i don't mean the cosmetics, but the cards itself, it generates more and more mechanic interactions between all the cards. I'm not an expert on math or anything like that, but i imagine that, so far with almost a hundred cards on the game, the development and programming part is taking longer and longer due to the addition of more content, creating some kind of "snowball". I know it sounds obnoxious, however, if you imagine the backoffice part of the game, it must be technically complex by now, as explained by supercell last year, that they can't just delete some stuff inside the game and create something upon it. As said by supercell, they promise some "huge" update. It must mean many things for each one of us, maybe is something incredible or maybe is something small. However, by now, it should take an enormous amount of effort to insert some new feature inside the old architecture of the game. Again, considering the programming and development part, it should be a math hell by now. Ok, On the other hand, i have experience in some technology companies that i've work at, and something seems a little wrong. Lemme explain. Again, this is just my point of view, my opinion, so it can be totally wrong of course. If my company takes long to deliver a project to a client, which isn't nothing new as it eventually happens, it decreases credibility. It means that the quality and processes department isn't working properly. Don't get me wrong but...one year to deliver one mobile game update, is a long time. Considering the size of Supercell, i belive that something's wrong on their office (i mean the team, i know they are all working on home offices now),or the business itself. I don't think that one year is something acceptable to deliver just an update of a mobile game (about 25% of the games lifetime itself). But man, i love this game, i hate the balance changes, i love it architecture and i hate the administration of the game. I could guess most players live between the love and hate about this game. I really want it to succeed on their business, because obviously and technically speaking, as they make more money, better and better the game will get. But that's not what's happening. We all know that SC incomes are not bad. The way Drew is acting lately, shows what i'm 'thinking, that some crisis is happening inside their office, and they really need time. As i said, i can totally understand, it happens all the time inside technology companies. But again...1 year? About the content...my personal thoughts and opinions are: Ladder: It's stressing as hell, seems like a lucky game mode where you have to expect you will not find a counter oponent. When i play ladder (i' usually sit about 6100, i know it's not a lot), seems like i totally devastate the oponent or the oposite happens. I've never feel the game so stressing like now. Matchmaking is poor for new players, lvl 9 playing against lvl 12 with full decks, slow evolution inside the game. Imagine if you are a new player and you start playing clash royale today. You will take YEARS to achieve something inside the game, even paying the pass and doing all possible tasks everyday. Talking about tasks, my next subject: Clan Wars: I know, everybody know, supercell knows, youtubers know and all players know that Clan Wars is only gold/tokens farming by now. There's no reason AT ALL to play clan wars. Most clans are dead because people are quitting the game, rewards are the same for all clans with 3000+ trophies, and, to be totally honest, playing collection day and war day feels to me, like washing the dishes. Is something boring that i "have" to do everyday. It feels like a task, not a game anymore. I doubt it brings real joy for anyone by now. I feel like the creation of Clan Wars was the worst step of the history of SC. The only positive side of it is the gold farming, but still, boring as a home task. Balance changes: most people could disagree about it, however, i can't accept those changes. Looks like SC doesn't listen to their playerbase, and more important, the pro players. Are the development team good as the pro players? I guess not. Their job is not to be a pro of the game, but program what they have to do. Prince buff? Common, that's not the biggest issue by now. We have lots of dead cards, and some others that feels a little stronger then it should. I know it divides opinions, but what i mean, is that the last year has been a freak show inside the game. Maybe 1 or 2 seasons felt balanced, but they always screw it again. But well, i just pointed some of the issues on my perception, and i know most of them has been pointed in other posts by the community. Basically what i have to say now is: we can try to boycott the pass, but it won't change a thing. However, people won't handle so much longer playing this game. Clash Royale, for me, feels like a test of my sanity. It has been a stressing, boring and stale experience. This is a game and it should entertain the players in a positive way, and that's exactly what's NOT happening. But, i belive that this far, we don't have much to do besides wait for the update. Supercell for sure has more to lose than us, because it's their product and profit after all. I understand the frustration of the community, and i include myself that have been very stressed about the game itself, because i like it and i feel terrible seeing that my playing experience has been more and more stressing as time passes, and boring as well. But after all, this is only a game, and unfortunately the pandemic was like a final blow on the update project, which was already late. What i can expect now, is an effort on the communication from SC with the playerbase, this is the minium effort expected if they still care about the game. And Drew did that, but felt like a desperate action. But i can't complain, at least they said something. But i hope they keep like that. But well, the things are already blown to the winds, so the best we can do now, is stay safe at home and give the team some time to work on their homes. I am working on home office 12 hours a day during the quarentine and i guarantee that there are challenges working this way. Things get slower no matter what, and i'm following huge companies like Amazon, Google, Latam, Banks, they all having lots of troubles with this time. Remote work is always slower and being challenges. But yea, i still think that one year is too much time. I hope time will improve SC service. submitted by /u/Utertoq [link] [comments]View the full article
  17. So Princesses from the towers went on vacation leaving the towers unguarded. You can put a couple of troops from your deck in the towers which will stay on the tower for a fixed amount of time(say 30-40secs) after that they will be released on the battlefield leaving the positions empty for new troops. Elixir generation can be ramped up or made 2x This is my first post on the forum, so please give your valuable suggestions and help this idea to improve. submitted by /u/dipteshmodak [link] [comments]View the full article
  18. submitted by /u/Gam1ngChair [link] [comments] View the full article
  19. ​ BOSS MODE- Trainer Cheddar got an upgrade and now is the EVIL menace to the CRverse. He has 3x the elixir and spawns some of the strongest troops, while the player only has 1min to deal dmg, but wait!!!! The player isn’t alone! His teammates will be dealing dmg to the BOSS too and it’s a team effort to bring down the HP of Trainer Cheddar. Once done, the players who participate will get to pick their rewards-Gold, Star Lvl Xp, Regular Xp, Cards, Tokens and more! Yes you get to pick your rewards and not RNG! ​ Trainer Cheddar has 50K hp(Idk know the number I just made it up, select it based on testing) and players have to face Cheddar one by one to get the HP down. (Its like Clan chest but instead of getting crowns, you have to deal HP dmg) ​ Clan Chest- You all know what this is and CR devs just bring it back, it makes sense and everyone liked it. You farm crowns and get the clan chest instantly once its complete and you don’t have to wait 14 days to get the chest. ​ Survival of your life- You and your teammate (yes a 2v2 event), face another BOSS named Gannon! He is cheeky and a nasty Boss, he only spawns buildings and spells to defend his turf but only have 4 mins to destroy your tower, so you have to survive during that entire time to charge you ultimate weapon and if you don’t, he will rocket cycle your tower out! The more building he has on his turf, the more rockets he sends out, the less buildings he has, the less rockets he cycles, so get those buildings out of sight to survive! And wait! He has 7x elixir while you only have 3x elixir! So its survival for your life! And if you survive the whole 4 mins then you unleash the ultimate weapon to destroy Gannon! THE EAGLE ARTILLERY BEAM!!! Once you defeat Gannon, you and your teammate get gold based on your battle! You can do as many battles you like but you will get gold for only 2 matches if you win (to stop farming gold) you get 15k for beating Gannon. I know the payout is huge but the game mode is meant to be hard so it makes sense for the payout. The way to beat Gannon is to limit his building spawns, if he has enough buildings then he has extra elixir to send rockets. If you fail, you get small rewards for doing it (but also limited to a certain rewards so not to abuse it). ​ Total Destruction- The opponents towers (and yours) have been enchanted with the magical essence of the healer, the towers are now indestructible!!! So how do you win the fight? Well the most dmg done to the towers win! Instead of HP going down, you accumulate the dmg on all towers and the player with the most dmg win!!! 2v2 will be even better, more chaos and more destruction!!! If you like these ideas, upvote it and share it around so the devs can know about it. If you have any comments, post them below! submitted by /u/MadMaxX_TheDarkNinja [link] [comments]View the full article

New Guides

About Us

"This content is not affiliated with, endorsed, sponsored, or specifically approved by Supercell and Supercell is not responsible for it. For more information see Supercell's Fan Content Policy: www.supercell.com/fan-content-policy."


  • Create New...